Esempio n. 1
0
/*!****************************************************************************
 @Function		DrawSkybox
 @Description	Draws the skybox onto the screen.
******************************************************************************/
void OGLES2Glass::DrawSkybox()
{
	glUseProgram(m_SkyboxProgram.uiId);

	PVRTMat4 mVP = m_mProjection * m_mView;
	PVRTMat4 mInvVP = mVP.inverseEx();

	glUniformMatrix4fv(m_SkyboxProgram.auiLoc[eInvVPMatrix], 1, GL_FALSE, mInvVP.ptr());

	PVRTVec3 vEyePos = m_mView.inverse() * PVRTVec4(0, 0, 0, 1);

	glUniform3fv(m_SkyboxProgram.auiLoc[eEyePos], 1, vEyePos.ptr());

	glBindBuffer(GL_ARRAY_BUFFER, m_uiSquareVbo);

	glEnableVertexAttribArray(VERTEX_ARRAY);
	glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, 0);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_CUBE_MAP, m_uiCubeTex);

	glDrawArrays(GL_TRIANGLES, 0, 6);

	glDisableVertexAttribArray(VERTEX_ARRAY);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
/*!****************************************************************************
 @Function		RenderLoadingScene
 @Input			iFrame
 @Description	Renders an animated loading screen.
******************************************************************************/
void OGLES2MultiThreading::RenderLoadingScene(int iFrame)
{
    bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
    float fHW      = PVRShellGet(prefWidth) / 2.0f;
    float fHH      = PVRShellGet(prefHeight) / 2.0f;

    PVRTMat4 mxProjection = PVRTMat4::Ortho(-fHW, fHH, fHW, -fHH, -1.0f, 1.0f, PVRTMat4::OGL, bRotate);

    /*
        Clears the color buffer.
    */
    glClear(GL_COLOR_BUFFER_BIT);
    
    // Actually use the created program
    glUseProgram(handles.uiLoadProgram);
    
    // First gets the location of that variable in the shader using its name
    int i32MVPLocation = glGetUniformLocation(handles.uiLoadProgram, "myPMVMatrix");
    int i32ColLocation = glGetUniformLocation(handles.uiLoadProgram, "myCol");

    for(int iCircleIdx = 0; iCircleIdx < c_iNumCircles; ++iCircleIdx)
    {
        int iProg    = iFrame+iCircleIdx*4;
        float fScale = (0.75f + cos(iProg * 0.1f) * 0.25f);
        float fY     = sin(iProg * 0.1f) * 25.0f;
        
        // Then passes the matrix to that variable
        PVRTMat4 mxMVP = mxProjection * PVRTMat4::Translation(-175.0f + iCircleIdx * 50.0f, fY, 0.0f) * PVRTMat4::Scale(fScale,fScale,1.0f);
        glUniformMatrix4fv(i32MVPLocation, 1, GL_FALSE, mxMVP.ptr());
        
        // Pass the colour
        glUniform3f(i32ColLocation, c_vCircleCols[iCircleIdx].x, c_vCircleCols[iCircleIdx].y, c_vCircleCols[iCircleIdx].z);

        // Draw the loading circle
        glBindBuffer(GL_ARRAY_BUFFER, handles.uiLoadVbo);
        glEnableVertexAttribArray(VERTEX_ARRAY);
        glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
        
        // Submit
        glDrawArrays(GL_TRIANGLE_FAN, 0, c_iNumCirclePoints+2);
        
        glDisableVertexAttribArray(VERTEX_ARRAY);
        glBindBuffer(GL_ARRAY_BUFFER, 0);   
    }
            
    float fW;
    loadingText.SetProjection(mxProjection);
    
    ELoadingProgress eProgress = eProgress_Init;
    EnterCriticalSection(&handles.mutex);
        eProgress = g_eProgress;
    LeaveCriticalSection(&handles.mutex);
    
    loadingText.MeasureText(&fW, NULL, 1.0f, c_pszLoadingProgress[eProgress]);
    loadingText.Print3D(-fW*0.5f, -50.0f, 1.0f, 0xFFFFFFFF, c_pszLoadingProgress[eProgress]);
    loadingText.Flush();
}
Esempio n. 3
0
// ---------------------------------------------------------------
void MyPVRDemo::RenderStatue(const PVRTMat4& mxModel, const PVRTMat4& mxCam, const PVRTVec3& vLightPos, const StatueShader* pShader)
	{
	PVRTMat4 mxModelView = mxCam * mxModel;
	PVRTMat4 mxMVP = m_mxProjection * mxModelView;
	PVRTVec3 vLightPosModel = vLightPos;		// Light position in World space
	glUniform3fv(pShader->uiLightPos, 1, vLightPosModel.ptr());
	glUniformMatrix4fv(pShader->uiMVP, 1, GL_FALSE, mxMVP.ptr());
	glUniformMatrix4fv(pShader->uiModelView, 1, GL_FALSE, mxModelView.ptr());
	DrawMesh(enumMODEL_Statue, FLAG_VRT | FLAG_TEX0 | FLAG_NRM | FLAG_TAN);
	}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3ComplexLighting::RenderScene()
{
	// Clears the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Keyboard input (cursor to change light)
	if (PVRShellIsKeyPressed(PVRShellKeyNameLEFT))
	{
		m_eLightType = ELightType((m_eLightType + eNumLightTypes - 1) % eNumLightTypes);
	}
	if (PVRShellIsKeyPressed(PVRShellKeyNameRIGHT))
	{
		m_eLightType = ELightType((m_eLightType + 1) % eNumLightTypes);
	}

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind texture
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	glUniform1i(m_ShaderProgram.uiLightSelLoc, m_eLightType);

	// Rotate and Translation the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += PVRT_PI / 150;

	// Set model view projection matrix
	PVRTMat4 mModelView = m_mView * mModel;
	PVRTMat4 mMVP = m_mProjection * mModelView;
	glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Set model view matrix
	glUniformMatrix4fv(m_ShaderProgram.uiModelViewLoc, 1, GL_FALSE, mModelView.ptr());

	// Set model view inverse transpose matrix
	PVRTMat3 mModelViewIT = PVRTMat3(mModelView).inverse().transpose();
	glUniformMatrix3fv(m_ShaderProgram.uiModelViewITLoc, 1, GL_FALSE, mModelViewIT.ptr());

	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("ComplexLighting", c_aszLightTypeList[m_eLightType], ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
Esempio n. 5
0
/*!****************************************************************************
 @Function		RenderFloor
 @Description	Renders the floor as a quad.
******************************************************************************/
void OGLES2ParticleSystem::RenderFloor()
{
	glUseProgram(m_SimpleShaderProgram.uiId);

	PVRTMat3 mViewIT(m_mView.inverse().transpose());
	glUniformMatrix4fv(m_SimpleShaderProgram.iModelViewProjectionMatrixLoc, 1, GL_FALSE, m_mViewProjection.f);
	glUniformMatrix4fv(m_SimpleShaderProgram.iModelViewMatrixLoc, 1, GL_FALSE, m_mView.f);
	glUniformMatrix3fv(m_SimpleShaderProgram.iModelViewITMatrixLoc, 1, GL_FALSE, mViewIT.f);

	PVRTVec3 vLightPosition = m_mView * PVRTVec4(g_caLightPosition, 1.0f);
	glUniform3fv(m_SimpleShaderProgram.iLightPosition, 1, &vLightPosition.x);

	// Enable vertex arributes
	glEnableVertexAttribArray(VERTEX_ARRAY);
	glEnableVertexAttribArray(NORMAL_ARRAY);

	PVRTVec2 minCorner(-100.0f, -100.0f);
	PVRTVec2 maxCorner( 100.0f,  100.0f);

	const float afVertexData[] = { minCorner.x, 0.0f, minCorner.y,  maxCorner.x, 0.0f, minCorner.y,  
		                           minCorner.x, 0.0f, maxCorner.y,  maxCorner.x, 0.0f, maxCorner.y };
	const float afNormalData[] = { 0.0f, 1.0f, 0.0f,  0.0f, 1.0f, 0.0f,  0.0f, 1.0f, 0.0f,  0.0f, 1.0f, 0.0f };

	glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, afVertexData);
	glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, afNormalData);

	// Draw the quad
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

		// Safely disable the vertex attribute arrays
	glDisableVertexAttribArray(VERTEX_ARRAY);
	glDisableVertexAttribArray(NORMAL_ARRAY);	
}
Esempio n. 6
0
/*!****************************************************************************
 @Function		DrawScene
 @Input			bLight	If true then the scene is drawn lit, otherwise it isn't
 @Description	Draws the scene
******************************************************************************/
void OGLES3ShadowVolumes::DrawScene()
{
	SPODNode* pNode;
	PVRTMat4 mWorld;
	PVRTMat4 mModelView, mMVP;

	// Use the shader program for the scene
	glUseProgram(m_BaseShader.uiId);

	// Go through the meshes drawing each one
	for(unsigned int i = 0; i < m_Scene.nNumMeshNode; ++i)
	{
		pNode = &m_Scene.pNode[i];

		// Get the world matrix for this particular node.
		switch(i)
		{
			case eBigCog:
				mWorld = PVRTMat4::RotationZ(m_fBigCogAngle);
			break;
			case eSmallCog:
				mWorld = PVRTMat4::RotationZ(m_fSmallCogAngle);
			break;
			default:
				mWorld = m_Scene.GetWorldMatrix(*pNode);
		}

		// Pass the model-view-projection matrix (MVP) to the shader to transform the vertices
		mMVP = m_mProjection * m_mView * mWorld;
		glUniformMatrix4fv(m_BaseShader.auiLoc[eMVPMatrix], 1, GL_FALSE, mMVP.ptr());

		// Pass the light position in model space to the shader
		PVRTVec4 vLightPosModel;
		vLightPosModel = mWorld.inverse() * m_vLightPosWorld;

		glUniform3fv(m_BaseShader.auiLoc[eLightPosModel], 1, &vLightPosModel.x);

		// Loads the correct texture using our texture lookup table
		glBindTexture(GL_TEXTURE_2D, m_puiTextures[pNode->nIdxMaterial]);

		// Draw the mesh node
		DrawMesh(i);
	}
}
Esempio n. 7
0
void ShaderEnvMap::UseProgram()
{
	Shader::UseProgram();
	
	glUniform1i(myCubeReflection, false);
	
	glUniform1i(my2DMap, 0);
	glUniform1i(myCubeMap, 1);

	CameraManager * pCameraManager = CameraManager::GetCameraManager();
	Camera * pCurrentCamera = pCameraManager->GetCurrentCamera();
	RenderLayerManager & renderManager = RenderLayerManager::GetRenderLayerManager();
	Mesh * pCurrentMesh = renderManager.GetCurrentMesh();

	PVRTMat4 viewMtx(pCurrentCamera->GetViewMtx().f);
	
	static float m_fAngleX = 0.0;
	static float m_fAngleY = 0.0;

	PVRTMat4 mModel, mRotX, mRotY;
	mRotX = PVRTMat4::RotationX(m_fAngleX);
	mRotY = PVRTMat4::RotationY(m_fAngleY);
	
	mModel = mRotY * mRotX;

	m_fAngleX += 0.01f;
	//m_fAngleY += 0.011f;

	//PVRTMat4 meshWorld( pCurrentMesh->GetWorldMtx().f );
	PVRTMat4 meshWorld = mModel;
	PVRTMat4 modelView = viewMtx * meshWorld;
	
	// Set model matrix
	PVRTMat3 model3x3 = PVRTMat3(meshWorld);
	glUniformMatrix3fv( myModelWorld, 1, GL_FALSE, model3x3.ptr());

	// Set eye position in model space
	PVRTVec4 eyePosModel;
	eyePosModel = modelView.inverse() * PVRTVec4(0, 0, 0, 1);

	glUniform3fv(myEyePosModel, 1, &eyePosModel.x);


}
Esempio n. 8
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2FastTnL::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind texture
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	/*
		Now that the uniforms are set, call another function to actually draw the mesh.
	*/
	DrawMesh(0);

	// Rotate the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += 0.02f;

	// Calculate model view projection matrix
	PVRTMat4 mMVP = m_mViewProj * mModel;

	// Feeds Projection Model View matrix to the shaders
	glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	/*
		The inverse of a rotation matrix is the transposed matrix
		Because of v * M = transpose(M) * v, this means:
		v * R == inverse(R) * v
		So we don't have to actually invert or transpose the matrix
		to transform back from world space to model space
	*/
	PVRTVec3 vMsLightDir = (PVRTVec3(1, 1, 1) * PVRTMat3(mModel)).normalized();
	glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, vMsLightDir.ptr());

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("FastTnL", "", ePVRTPrint3DLogoIMG);
	m_Print3D.Flush();

	return true;
}
Esempio n. 9
0
// ---------------------------------------------------------------
void MyPVRDemo::RenderShadowScene()
	{
	// --- Bind the shadow map FBO
	glBindFramebuffer(GL_FRAMEBUFFER, m_uiShadowMapFBO);
	glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);			// Turn off colour writing

	glUseProgram(m_SimpleShader.uiID);
	// Create MVP using the light's matrix properties
	PVRTMat4 mxMVP = m_mxLightProj * m_mxLightView * PVRTMat4::Identity();
	glUniformMatrix4fv(m_SimpleShader.uiMVP, 1, GL_FALSE, mxMVP.ptr());
	DrawMesh(enumMODEL_Statue, FLAG_VRT);

	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);				// We can turn colour writing back on.

	glBindFramebuffer(GL_FRAMEBUFFER, m_nOrigFBO);		// Done. Use the original framebuffer.
	glViewport(0, 0, PVRShellGet(prefWidth), PVRShellGet(prefHeight));
	}
Esempio n. 10
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3Bumpmap::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiBaseTex);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, m_uiNormalMap);

	// Calculate the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += PVRT_PI / 150;

	// Set model view projection matrix
	PVRTMat4 mMVP = m_mViewProj * mModel;
	glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMVPMatrix], 1, GL_FALSE, mMVP.ptr());

	// Set light position in model space
	/*
		The inverse of a rotation matrix is the transposed matrix
		Because of v * M = transpose(M) * v, this means:
		v * R == inverse(R) * v
		So we don't have to actually invert or transpose the matrix
		to transform back from world space to model space
	*/
	PVRTVec4 vMsLightPos = PVRTVec4(50, 20, 40, 1) * mModel;
	glUniform3fv(m_ShaderProgram.auiLoc[eLightPos], 1, &vMsLightPos.x);

	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("Bumpmap", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
Esempio n. 11
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3AlphaTest::RenderScene()
{
	// Clear color and z buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Set texture
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	/*
		Draw the left cube using alpha blending
	*/
	glUseProgram(m_TexShaderProgram.uiId);

	glEnable(GL_BLEND);

	// Setup blending for transparency
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Calculate the model matrix for the left cube
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += .005f;

	mModel.preTranslate(0.6f, 0, 0);

	// Calculate the model view projection (MVP) matrix and pass it to the shader
	PVRTMat4 mMVP = m_mViewProj * mModel;
	glUniformMatrix4fv(m_TexShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Draw left cube
	DrawModel();

	/*
		Draw the right cube using alpha test.
	*/
	glUseProgram(m_DiscardShaderProgram.uiId);

	glDisable(GL_BLEND);

	// Set alpha test to discard fragments with an alpha value of less than 0.2
	glUniform1f(m_DiscardShaderProgram.uiAlphaRefLoc, 0.2f);

	// Calculate the model matrix for the right cube
	mModel.preTranslate(-1.2f, 0, 0);

	// Calculate the model view projection (MVP) matrix and pass it to the shader
	mMVP = m_mViewProj * mModel;
	glUniformMatrix4fv(m_DiscardShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Draw right cube
	DrawModel();

	// Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("AlphaTest", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Print3D(10.0f, 10.0f, 1.0f, 0xFFFF00FF, "Alpha Blend");
	m_Print3D.Print3D(60.0f, 10.0f, 1.0f, 0xFFFF00FF, "Alpha Test");
	m_Print3D.Flush();

	return true;
}
Esempio n. 12
0
/*!****************************************************************************
 @Function		BuildVolume
 @Return		bool		true if no error occured
 @Description	This function will create the volume that we will be drawn
				in the stenciltest.
******************************************************************************/
bool OGLES3ShadowVolumes::BuildVolume(unsigned int ui32ShadowVol, PVRTVec4 *pLightPos)
{
	SPODNode* pNode;
	PVRTMat4 mWorld;
	PVRTVec4 vModelLightPos;

	int i32MeshIndex = m_pui32MeshIndex[ui32ShadowVol];

	pNode = &m_Scene.pNode[i32MeshIndex];

	// Get the world matrix for this particular node.
	switch(i32MeshIndex)
	{
		case eBigCog:
			mWorld = PVRTMat4::RotationZ(m_fBigCogAngle);
		break;
		case eSmallCog:
			mWorld = PVRTMat4::RotationZ(m_fSmallCogAngle);
		break;
		default:
			mWorld = m_Scene.GetWorldMatrix(*pNode);
	}

	/*
		Convert the light position into model space for the current Node.
	*/
	vModelLightPos = mWorld.inverse() * (*pLightPos);

	/*
		Using the light position set up the shadow volume so it can be extruded in the shader.
	*/

	unsigned int ui32Flags = PVRTSHADOWVOLUME_VISIBLE | PVRTSHADOWVOLUME_NEED_CAP_FRONT | PVRTSHADOWVOLUME_NEED_CAP_BACK;
	PVRTShadowVolSilhouetteProjectedBuild(&m_pShadowVol[ui32ShadowVol], ui32Flags , &m_pShadowMesh[ui32ShadowVol], (PVRTVec3*) &vModelLightPos, true);

	return true;
}
Esempio n. 13
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2Fog::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Keyboard input (cursor to change fog function)
	if (PVRShellIsKeyPressed(PVRShellKeyNameLEFT))
	{
		m_eFogMode = EFogMode((m_eFogMode + eNumFogModes - 1) % eNumFogModes);
	}
	if (PVRShellIsKeyPressed(PVRShellKeyNameRIGHT))
	{
		m_eFogMode = EFogMode((m_eFogMode + 1) % eNumFogModes);
	}

	// Use the loaded shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind texture
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	// Set uniforms
	glUniform1i(m_ShaderProgram.uiFogFuncLoc, m_eFogMode);

	// Rotate and translate the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += PVRT_PI / 90;
	mModel.preTranslate(0, 0, 500 * cos(m_fPositionZ) - 450);	
	m_fPositionZ += (2*PVRT_PI)*0.0008f;

	// Feed Projection and Model View matrices to the shaders
	PVRTMat4 mModelView = m_mView * mModel;
	PVRTMat4 mMVP = m_mProjection * mModelView;

	glUniformMatrix4fv(m_ShaderProgram.uiModelViewLoc, 1, GL_FALSE, mModelView.ptr());
	glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Pass the light direction transformed with the inverse of the ModelView matrix
	// This saves the transformation of the normals per vertex. A simple dot3 between this direction
	// and the un-transformed normal will allow proper smooth shading.
	PVRTVec3 vMsLightDir = (PVRTMat3(mModel).inverse() * PVRTVec3(1, 1, 1)).normalized();
	glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, vMsLightDir.ptr());

	/*
		Now that the model-view matrix is set and the materials ready,
		call another function to actually draw the mesh.
	*/
	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("Fog", "", ePVRTPrint3DLogoIMG);
	m_Print3D.Print3D(0.3f, 7.5f, 0.75f, PVRTRGBA(255,255,255,255), "Fog Mode: %s", g_FogFunctionList[m_eFogMode]);
	m_Print3D.Flush();

	return true;
}
Esempio n. 14
0
/*!****************************************************************************
 @Function		RenderSphere
 @Description	Renders a sphere at the specified position.
******************************************************************************/
void OGLES2ParticleSystem::RenderSphere(PVRTVec3 position, float radius)
{
	glUseProgram(m_SimpleShaderProgram.uiId);

	PVRTMat4 mModel = PVRTMat4::Translation(position) * PVRTMat4::Scale(radius, radius, radius);
	PVRTMat4 mModelView = m_mView * mModel;
	PVRTMat4 mModelViewProj = m_mProjection * mModelView;
	PVRTMat3 mModelViewIT(mModelView.inverse().transpose());
	glUniformMatrix4fv(m_SimpleShaderProgram.iModelViewProjectionMatrixLoc, 1, GL_FALSE, mModelViewProj.f);
	glUniformMatrix4fv(m_SimpleShaderProgram.iModelViewMatrixLoc, 1, GL_FALSE, mModelView.f);
	glUniformMatrix3fv(m_SimpleShaderProgram.iModelViewITMatrixLoc, 1, GL_FALSE, mModelViewIT.f);

	PVRTVec3 vLightPosition = m_mView * PVRTVec4(g_caLightPosition, 1.0f);
	glUniform3fv(m_SimpleShaderProgram.iLightPosition, 1, &vLightPosition.x);

	// Enable vertex arributes
	glEnableVertexAttribArray(VERTEX_ARRAY);
	glEnableVertexAttribArray(NORMAL_ARRAY);

	glBindBuffer(GL_ARRAY_BUFFER, m_uiVbo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiIbo);

	SPODMesh* pMesh = &m_Scene.pMesh[0];
	glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
	glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);

	// Indexed Triangle list
	glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0);

	// Safely disable the vertex attribute arrays
	glDisableVertexAttribArray(VERTEX_ARRAY);
	glDisableVertexAttribArray(NORMAL_ARRAY);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3CellShading::RenderScene()
{
	// Clears the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use the loaded shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiShadingTex);

	// Calculate the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += PVRT_PI / 210;

	// Set model view projection matrix
	PVRTMat4 mMVP = m_mViewProj * mModel;
	glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Set eye position in model space
	PVRTVec4 vMsEyePos = PVRTVec4(0, 0, 125, 1) * mModel;
	glUniform3fv(m_ShaderProgram.uiEyePosLoc, 1, vMsEyePos.ptr());

	// transform directional light from world space to model space
	PVRTVec3 vMsLightDir = PVRTVec3(PVRTVec4(1, 2, 1, 0) * mModel).normalized();
	glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, vMsLightDir.ptr());

	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("CellShading", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occurred
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevant OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2ParallaxBumpMap::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind textures
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiBaseTex);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, m_uiNormalMap);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, m_uiHeightMap);

	// Calculate the model matrix
	PVRTMat4 mModel = PVRTMat4::Scale(g_CubeScale);
	mModel *= PVRTMat4::Translation(g_CubeTranslation);
	mModel *= PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += PVRT_PI / 450;

	// Set the Model View matrix
	PVRTMat4 mMV = m_mView * mModel;
	glUniformMatrix4fv(m_ShaderProgram.auiLoc[eModelViewMatrix], 1, GL_FALSE, mMV.ptr());

	// Set the ModelViewIT Matrix
	PVRTMat4 mMIT = mMV.transpose();
	mMIT = mMIT.inverseEx();
	PVRTMat3 mMIT3x3 = PVRTMat3(mMIT);
	glUniformMatrix3fv(m_ShaderProgram.auiLoc[eNormal], 1, GL_FALSE, mMIT3x3.ptr());


	// Set model view projection matrix
	PVRTMat4 mMVP = m_mViewProj * mModel;
	glUniformMatrix4fv(m_ShaderProgram.auiLoc[eModelViewProj], 1, GL_FALSE, mMVP.ptr());

	// Set light position in eye space
	PVRTVec4 vEyeSpaceLightPos = m_mView * g_LightPos;
	glUniform3fv(m_ShaderProgram.auiLoc[eLightEyeSpacePos], 1, vEyeSpaceLightPos.ptr());

	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("Parallax Bumpmap", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occurred
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevant OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLESPVRScopeRemote::RenderScene()
{
	CPPLProcessingScoped PPLProcessingScoped(m_psSPSCommsData,
		__FUNCTION__, static_cast<unsigned int>(strlen(__FUNCTION__)), m_i32FrameCounter);

	if(m_psSPSCommsData)
	{
		// mark every N frames
		if(!(m_i32FrameCounter % 100))
		{
			char buf[128];
			const int nLen = sprintf(buf, "frame %u", m_i32FrameCounter);
			m_bCommsError |= !pplSendMark(m_psSPSCommsData, buf, nLen);
		}

		// Check for dirty items
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "dirty", static_cast<unsigned int>(strlen("dirty")), m_i32FrameCounter);
		{
			unsigned int nItem, nNewDataLen;
			const char *pData;
			while(pplLibraryDirtyGetFirst(m_psSPSCommsData, &nItem, &nNewDataLen, &pData))
			{
				PVRShellOutputDebug("dirty item %u %u 0x%08x\n", nItem, nNewDataLen, pData);
				switch(nItem)
				{
				case 0:
					if(nNewDataLen == sizeof(SSPSCommsLibraryTypeFloat))
					{
						const SSPSCommsLibraryTypeFloat * const psData = (SSPSCommsLibraryTypeFloat*)pData;
						m_fMinThickness = psData->fCurrent;
					}
					break;
				case 1:
					if(nNewDataLen == sizeof(SSPSCommsLibraryTypeFloat))
					{
						const SSPSCommsLibraryTypeFloat * const psData = (SSPSCommsLibraryTypeFloat*)pData;
						m_fMaxVariation = psData->fCurrent;
					}
					break;
				}
			}
		}
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
	}

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "draw", static_cast<unsigned int>(strlen("draw")), m_i32FrameCounter);
	}

	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Loads the projection matrix
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(m_mProjection.f);

	// Specify the modelview matrix
	PVRTMat4 mModel;
	SPODNode& Node = m_Scene.pNode[0];

	m_Scene.GetWorldMatrix(mModel, Node);

	// Rotate and Translate the model matrix
	m_fAngleY += (2*PVRT_PIf/60)/7;

	// Set model view projection matrix
	PVRTMat4 mModelView;
	mModelView = m_mView * PVRTMat4::RotationY(m_fAngleY) * mModel;

	glMatrixMode(GL_MODELVIEW);
	glLoadMatrixf(mModelView.f);

	/*
		Load the light direction from the scene if we have one
	*/

	// Enables lighting. See BasicTnL for a detailed explanation
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	// Set light direction
	PVRTVec4 vLightDirModel;
	vLightDirModel = mModel.inverse() * PVRTVec4(1, 1, 1, 0);
	glLightfv(GL_LIGHT0, GL_POSITION, (float*)&vLightDirModel.x);

	// Enable the vertex position attribute array
	glEnableClientState(GL_VERTEX_ARRAY);

	// bind the texture
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	/*
		Now that the model-view matrix is set and the materials are ready,
		call another function to actually draw the mesh.
	*/
	DrawMesh(Node.nIdx);

	// Disable the vertex positions
	glDisableClientState(GL_VERTEX_ARRAY);

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "Print3D", static_cast<unsigned int>(strlen("Print3D")), m_i32FrameCounter);
	}

	// Displays the demo name using the tools. For a detailed explanation, see the example IntroducingPVRTools
	if(m_bCommsError)
	{
		m_Print3D.DisplayDefaultTitle("PVRScopeRemote", "Remote APIs\n\nError:\n  PVRScopeComms failed\n  Is PVRPerfServer connected?", ePVRTPrint3DSDKLogo);
		m_bCommsError = false;
	}
	else
		m_Print3D.DisplayDefaultTitle("PVRScopeRemote", "Remote APIs", ePVRTPrint3DSDKLogo);

	m_Print3D.Flush();

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
	}

	// send counters
	m_anCounterReadings[eCounter]	= m_i32FrameCounter;
	m_anCounterReadings[eCounter10]	= m_i32Frame10Counter;
	if(m_psSPSCommsData)
	{
		m_bCommsError |= !pplCountersUpdate(m_psSPSCommsData, m_anCounterReadings);
	}

	// update some counters
	++m_i32FrameCounter;
	if(0 == (m_i32FrameCounter / 10) % 10)
	{
		m_i32Frame10Counter += 10;
	}

	return true;
}
Esempio n. 18
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3IntroducingPOD::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	/*
		Calculates the frame number to animate in a time-based manner.
		Uses the shell function PVRShellGetTime() to get the time in milliseconds.
	*/
	unsigned long ulTime = PVRShellGetTime();

	if(m_ulTimePrev > ulTime)
		m_ulTimePrev = ulTime;

	unsigned long ulDeltaTime = ulTime - m_ulTimePrev;
	m_ulTimePrev	= ulTime;
	m_fFrame += (float)ulDeltaTime * g_fDemoFrameRate;
	if (m_fFrame > m_Scene.nNumFrame - 1) m_fFrame = 0;

	// Sets the scene animation to this frame
	m_Scene.SetFrame(m_fFrame);

	/*
		Get the direction of the first light from the scene.
	*/
	PVRTVec4 vLightDirection;
	vLightDirection = m_Scene.GetLightDirection(0);
	// For direction vectors, w should be 0
	vLightDirection.w = 0.0f;

	/*
		Set up the view and projection matrices from the camera
	*/
	PVRTMat4 mView, mProjection;
	PVRTVec3	vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f);
	float fFOV;

	// Setup the camera

	// Camera nodes are after the mesh and light nodes in the array
	int i32CamID = m_Scene.pNode[m_Scene.nNumMeshNode + m_Scene.nNumLight + g_ui32Camera].nIdx;

	// Get the camera position, target and field of view (fov)
	if(m_Scene.pCamera[i32CamID].nIdxTarget != -1) // Does the camera have a target?
		fFOV = m_Scene.GetCameraPos( vFrom, vTo, g_ui32Camera); // vTo is taken from the target node
	else
		fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, g_ui32Camera); // vTo is calculated from the rotation

	// We can build the model view matrix from the camera position, target and an up vector.
	// For this we use PVRTMat4::LookAtRH()
	mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);

	// Calculate the projection matrix
	bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
	mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);

	/*
		A scene is composed of nodes. There are 3 types of nodes:
		- MeshNodes :
			references a mesh in the pMesh[].
			These nodes are at the beginning of the pNode[] array.
			And there are nNumMeshNode number of them.
			This way the .pod format can instantiate several times the same mesh
			with different attributes.
		- lights
		- cameras
		To draw a scene, you must go through all the MeshNodes and draw the referenced meshes.
	*/
	for (unsigned int i = 0; i < m_Scene.nNumMeshNode; ++i)
	{
		SPODNode& Node = m_Scene.pNode[i];

		// Get the node model matrix
		PVRTMat4 mWorld;
		mWorld = m_Scene.GetWorldMatrix(Node);

		// Pass the model-view-projection matrix (MVP) to the shader to transform the vertices
		PVRTMat4 mModelView, mMVP;
		mModelView = mView * mWorld;
		mMVP = mProjection * mModelView;
		glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.f);

		// Pass the light direction in model space to the shader
		PVRTVec4 vLightDir;
		vLightDir = mWorld.inverse() * vLightDirection;

		PVRTVec3 vLightDirModel = *(PVRTVec3*)&vLightDir;
		vLightDirModel.normalize();

		glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, &vLightDirModel.x);

		// Load the correct texture using our texture lookup table
		GLuint uiTex = 0;

		if(Node.nIdxMaterial != -1)
			uiTex = m_puiTextureIDs[Node.nIdxMaterial];

		glBindTexture(GL_TEXTURE_2D, uiTex);

		/*
			Now that the model-view matrix is set and the materials are ready,
			call another function to actually draw the mesh.
		*/
		DrawMesh(i);
	}

	// Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("IntroducingPOD", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
Esempio n. 19
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2ShadowMapping::RenderScene()
{
	//rotate light position
	m_fLightAngle += 0.01f;
	m_vLightPosition.x = m_fLightDistance * (float) cos(m_fLightAngle);
	m_vLightPosition.z = m_fLightDistance * (float) sin(m_fLightAngle);
	m_vLightDirection.x = -m_vLightPosition.x;
	m_vLightDirection.z = -m_vLightPosition.z;

	SetUpMatrices();

	glEnable(GL_DEPTH_TEST);

	// Bind the frame buffer object
	glBindFramebuffer(GL_FRAMEBUFFER, m_uiFrameBufferObject);

	if(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
	{
		// Clear the screen and depth buffer so we can render from the light's view
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// Set the current viewport to our texture size
		glViewport(0, 0, m_ui32ShadowMapSize, m_ui32ShadowMapSize);

		// Since we don't care about colour when rendering the depth values to
		// the shadow-map texture, we disable color writing to increase speed.
		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 

		// Enable the simple shader for the light view pass. This render will not be shown to the user 
		// so only the simplest render needs to be implemented
		glUseProgram(m_SimpleShaderProgram.uiId);

		// Set the light projection matrix
		glUniformMatrix4fv(m_SimpleShaderProgram.uiProjectionMatrixLoc, 1, GL_FALSE, m_LightProjection.f);

		// Render the world according to the light's view
		DrawScene(m_LightView);

		// We can turn color writing back on since we already stored the depth values
		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 

		// Restore our normal viewport size to our screen width and height
		glViewport(0, 0,PVRShellGet(prefWidth),PVRShellGet(prefHeight));
	}

	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	// Clear the colour and depth buffers, we are now going to render the scene again from scratch
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	// Load the shadow shader. This shader requires additional parameters; texProjMatrix for the depth buffer 
	// look up and the light direction for diffuse light (the effect is a lot nicer with the additon of the 
	// diffuse light).
	glUseProgram(m_ShadowShaderProgram.uiId);
	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiShadowMapTexture);

	glUniformMatrix4fv(m_ShadowShaderProgram.uiProjectionMatrixLoc, 1, GL_FALSE, m_Projection.f);

	PVRTMat4 mViewInv, mTextureMatrix, mMatrix;
	mViewInv = m_View.inverse();

	// We need to calculate the texture projection matrix. This matrix takes the pixels from world space to previously rendered light projection space
	//where we can look up values from our saved depth buffer. The matrix is constructed from the light view and projection matrices as used for the previous render and 
	//then multiplied by the inverse of the current view matrix. 
	mTextureMatrix = m_BiasMatrix * m_LightProjection *  m_LightView * mViewInv;

	glUniformMatrix4fv(m_ShadowShaderProgram.uiTexProjMatrixLoc, 1, GL_FALSE, mTextureMatrix.f);

	DrawSceneWithShadow(m_View);

	// Re-enable the simple shader to draw the light source object
	glUseProgram(m_SimpleShaderProgram.uiId);

	SPODNode& Node = m_Scene.pNode[1];

	PVRTMat4 mWorld, mModelView;

	m_Scene.GetWorldMatrix(mWorld, Node);

	mWorld.f[12] = m_vLightPosition.x;
	mWorld.f[13] = m_vLightPosition.y;
	mWorld.f[14] = m_vLightPosition.z;

	mModelView = m_View * mWorld;

	glUniformMatrix4fv(m_SimpleShaderProgram.uiModelViewMatrixLoc, 1, GL_FALSE, mModelView.f);
	glUniformMatrix4fv(m_SimpleShaderProgram.uiProjectionMatrixLoc, 1, GL_FALSE, m_LightProjection.f);

	DrawMesh(1);

	m_Print3D.DisplayDefaultTitle("ShadowMap", "", ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2ChameleonMan::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_SkinnedShaderProgram.uiId);

	if(PVRShellIsKeyPressed(PVRShellKeyNameACTION1))
	{
		m_bEnableDOT3 = !m_bEnableDOT3;
		glUniform1i(m_SkinnedShaderProgram.auiLoc[ebUseDot3], m_bEnableDOT3);
	}

	/*
		Calculates the frame number to animate in a time-based manner.
		Uses the shell function PVRShellGetTime() to get the time in milliseconds.
	*/
	unsigned long iTime = PVRShellGetTime();

	if(iTime > m_iTimePrev)
	{
		float fDelta = (float) (iTime - m_iTimePrev);
		m_fFrame += fDelta * g_fDemoFrameRate;

		// Increment the counters to make sure our animation works
		m_fLightPos	+= fDelta * 0.0034f;
		m_fWallPos	+= fDelta * 0.00027f;
		m_fBackgroundPos += fDelta * -0.000027f;

		// Wrap the Animation back to the Start
		if(m_fLightPos >= PVRT_TWO_PI)
			m_fLightPos -= PVRT_TWO_PI;

		if(m_fWallPos >= PVRT_TWO_PI)
			m_fWallPos -= PVRT_TWO_PI;

		if(m_fBackgroundPos <= 0)
			m_fBackgroundPos += 1.0f;

		if(m_fFrame > m_Scene.nNumFrame - 1)
			m_fFrame = 0;
	}

	m_iTimePrev	= iTime;

	// Set the scene animation to the current frame
	m_Scene.SetFrame(m_fFrame);

	// Set up camera
	PVRTVec3	vFrom, vTo, vUp(0.0f, 1.0f, 0.0f);
	PVRTMat4 mView, mProjection;
	PVRTVec3	LightPos;
	float fFOV;
	int i;

	bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);

	// Get the camera position, target and field of view (fov)
	if(m_Scene.pCamera[0].nIdxTarget != -1) // Does the camera have a target?
		fFOV = m_Scene.GetCameraPos( vFrom, vTo, 0); // vTo is taken from the target node
	else
		fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, 0); // vTo is calculated from the rotation

	fFOV *= bRotate ? (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight) : (float)PVRShellGet(prefHeight)/(float)PVRShellGet(prefWidth);

	/*
		We can build the model view matrix from the camera position, target and an up vector.
		For this we use PVRTMat4::LookAtRH().
	*/
	mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);

	// Calculate the projection matrix
	mProjection = PVRTMat4::PerspectiveFovRH(fFOV,  (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate);

	// Update Light Position and related VGP Program constant
	LightPos.x = 200.0f;
	LightPos.y = 350.0f;
	LightPos.z = 200.0f * PVRTABS(sin((PVRT_PI / 4.0f) + m_fLightPos));

	glUniform3fv(m_SkinnedShaderProgram.auiLoc[eLightPos], 1, LightPos.ptr());

	// Set up the View * Projection Matrix
	PVRTMat4 mViewProjection;

	mViewProjection = mProjection * mView;
	glUniformMatrix4fv(m_SkinnedShaderProgram.auiLoc[eViewProj], 1, GL_FALSE, mViewProjection.ptr());

	// Enable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glEnableVertexAttribArray(i);

	// Draw skinned meshes
	for(unsigned int i32NodeIndex = 0; i32NodeIndex < 3; ++i32NodeIndex)
	{
		// Bind correct texture
		switch(i32NodeIndex)
		{
			case eBody:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexHeadNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexHeadBody);
				break;
			case eLegs:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexLegsNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexLegs);
				break;
			default:
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexBeltNormalMap);
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, m_ui32TexBelt);
				break;
		}

		DrawSkinnedMesh(i32NodeIndex);
	}

	// Safely disable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glDisableVertexAttribArray(i);

	// Draw non-skinned meshes
	glUseProgram(m_DefaultShaderProgram.uiId);

	// Enable the vertex attribute arrays
	for(i = 0; i < eNumDefaultAttribs; ++i) glEnableVertexAttribArray(i);

	for(unsigned int i32NodeIndex = 3; i32NodeIndex < m_Scene.nNumMeshNode; ++i32NodeIndex)
	{
		SPODNode& Node = m_Scene.pNode[i32NodeIndex];
		SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];

		// bind the VBO for the mesh
		glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[Node.nIdx]);

		// bind the index buffer, won't hurt if the handle is 0
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[Node.nIdx]);

		// Get the node model matrix
		PVRTMat4 mWorld;
		mWorld = m_Scene.GetWorldMatrix(Node);

		// Setup the appropriate texture and transformation (if needed)
		switch(i32NodeIndex)
		{
			case eWall:
				glBindTexture(GL_TEXTURE_2D, m_ui32TexWall);

				// Rotate the wall mesh which is circular
				mWorld *= PVRTMat4::RotationY(m_fWallPos);

				glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], 0);

				break;
			case eBackground:
				glBindTexture(GL_TEXTURE_2D, m_ui32TexSkyLine);

				glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], m_fBackgroundPos);
				break;
			case eLights:
				{
					glBindTexture(GL_TEXTURE_2D, m_ui32TexLamp);

					PVRTMat4 mWallWorld = m_Scene.GetWorldMatrix(m_Scene.pNode[eWall]);
					mWorld = mWallWorld * PVRTMat4::RotationY(m_fWallPos) * mWallWorld.inverse() * mWorld;

					glUniform1f(m_DefaultShaderProgram.auiLoc[eDefaultUOffset], 0);
				}
				break;
			default:
			break;
		};

		// Set up shader uniforms
		PVRTMat4 mModelViewProj;
		mModelViewProj = mViewProjection * mWorld;
		glUniformMatrix4fv(m_DefaultShaderProgram.auiLoc[eDefaultMVPMatrix], 1, GL_FALSE, mModelViewProj.ptr());

		// Set the vertex attribute offsets
		glVertexAttribPointer(DEFAULT_VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sVertex.nStride,  Mesh.sVertex.pData);
		glVertexAttribPointer(DEFAULT_TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, Mesh.psUVW[0].nStride, Mesh.psUVW[0].pData);

		// Indexed Triangle list
		glDrawElements(GL_TRIANGLES, Mesh.nNumFaces*3, GL_UNSIGNED_SHORT, 0);
	}

	// Safely disable the vertex attribute arrays
	for(i = 0; i < eNumAttribs; ++i) glDisableVertexAttribArray(i);

	// unbind the VBOs
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	// Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	const char * pDescription;

	if(m_bEnableDOT3)
		pDescription = "Skinning with DOT3 Per Pixel Lighting";
	else
		pDescription = "Skinning with Vertex Lighting";

	m_Print3D.DisplayDefaultTitle("Chameleon Man", pDescription, ePVRTPrint3DSDKLogo);
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLESIntroducingPFX::RenderScene()
{
	// Clears the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use the loaded effect
	m_pEffect->Activate();

	/*
		Calculates the frame number to animate in a time-based manner.
		Uses the shell function PVRShellGetTime() to get the time in milliseconds.
	*/
	int iTime = PVRShellGetTime();
	int iDeltaTime = iTime - m_iTimePrev;
	m_iTimePrev	= iTime;
	m_fFrame	+= (float)iDeltaTime * DEMO_FRAME_RATE;
	if (m_fFrame > m_Scene.nNumFrame-1)
		m_fFrame = 0;

	// Sets the scene animation to this frame
	m_Scene.SetFrame(m_fFrame);

	{
		PVRTVec3	vFrom, vTo, vUp;
		VERTTYPE	fFOV;
		vUp.x = 0.0f;
		vUp.y = 1.0f;
		vUp.z = 0.0f;

		// We can get the camera position, target and field of view (fov) with GetCameraPos()
		fFOV = m_Scene.GetCameraPos(vFrom, vTo, 0) * 0.4f;

		/*
			We can build the world view matrix from the camera position, target and an up vector.
			For this we use PVRTMat4LookAtRH().
		*/
		m_mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);

		// Calculates the projection matrix
		bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
		m_mProjection = PVRTMat4::PerspectiveFovRH(fFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate);
	}

	/*
		A scene is composed of nodes. There are 3 types of nodes:
		- MeshNodes :
			references a mesh in the pMesh[].
			These nodes are at the beginning of the pNode[] array.
			And there are nNumMeshNode number of them.
			This way the .pod format can instantiate several times the same mesh
			with different attributes.
		- lights
		- cameras
		To draw a scene, you must go through all the MeshNodes and draw the referenced meshes.
	*/
	for (int i=0; i<(int)m_Scene.nNumMeshNode; i++)
	{
		SPODNode* pNode = &m_Scene.pNode[i];

		// Gets pMesh referenced by the pNode
		SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx];

		glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]);

		// Gets the node model matrix
		PVRTMat4 mWorld;
		mWorld = m_Scene.GetWorldMatrix(*pNode);

		PVRTMat4 mWorldView;
		mWorldView = m_mView * mWorld;

		for(unsigned int j = 0; j < m_nUniformCnt; ++j)
		{
			switch(m_psUniforms[j].nSemantic)
			{
			case eUsPOSITION:
				{
					glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
					glEnableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			case eUsNORMAL:
				{
					glVertexAttribPointer(m_psUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
					glEnableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			case eUsUV:
				{
					glVertexAttribPointer(m_psUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
					glEnableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			case eUsWORLDVIEWPROJECTION:
				{
					PVRTMat4 mWVP;

					/* Passes the world-view-projection matrix (WVP) to the shader to transform the vertices */
					mWVP = m_mProjection * mWorldView;
					glUniformMatrix4fv(m_psUniforms[j].nLocation, 1, GL_FALSE, mWVP.f);
				}
				break;
			case eUsWORLDVIEWIT:
				{
					PVRTMat4 mWorldViewI, mWorldViewIT;

					/* Passes the inverse transpose of the world-view matrix to the shader to transform the normals */
					mWorldViewI  = mWorldView.inverse();
					mWorldViewIT = mWorldViewI.transpose();

					PVRTMat3 WorldViewIT = PVRTMat3(mWorldViewIT);

					glUniformMatrix3fv(m_psUniforms[j].nLocation, 1, GL_FALSE, WorldViewIT.f);
				}
				break;
			case eUsLIGHTDIREYE:
				{
					// Reads the light direction from the scene.
					PVRTVec4 vLightDirection;
					PVRTVec3 vPos;
					vLightDirection = m_Scene.GetLightDirection(0);

					vLightDirection.x = -vLightDirection.x;
					vLightDirection.y = -vLightDirection.y;
					vLightDirection.z = -vLightDirection.z;

					/*
						Sets the w component to 0, so when passing it to glLight(), it is
						considered as a directional light (as opposed to a spot light).
					*/
					vLightDirection.w = 0;

					// Passes the light direction in eye space to the shader
					PVRTVec4 vLightDirectionEyeSpace;
					vLightDirectionEyeSpace = m_mView * vLightDirection;

					glUniform3f(m_psUniforms[j].nLocation, vLightDirectionEyeSpace.x, vLightDirectionEyeSpace.y, vLightDirectionEyeSpace.z);
				}
				break;
			case eUsTEXTURE:
				{
					// Set the sampler variable to the texture unit
					glUniform1i(m_psUniforms[j].nLocation, m_psUniforms[j].nIdx);
				}
				break;
			}
		}

		/*
			Now that the model-view matrix is set and the materials ready,
			call another function to actually draw the mesh.
		*/
		DrawMesh(pMesh);
		glBindBuffer(GL_ARRAY_BUFFER, 0);

		for(unsigned int j = 0; j < m_nUniformCnt; ++j)
		{
			switch(m_psUniforms[j].nSemantic)
			{
			case eUsPOSITION:
				{
					glDisableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			case eUsNORMAL:
				{
					glDisableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			case eUsUV:
				{
					glDisableVertexAttribArray(m_psUniforms[j].nLocation);
				}
				break;
			}
		}
	}

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("IntroducingPFX", "", ePVRTPrint3DLogoIMG);
	m_Print3D.Flush();

	return true;
}
Esempio n. 22
0
/*!****************************************************************************
 @Function		RenderSceneWithEffect
 @Return		bool		true if no error occured
 @Description	Renders the whole scene with a single effect.
******************************************************************************/
bool OGLES3ShadowMapping::RenderSceneWithEffect(const int uiEffectId, const PVRTMat4 &mProjection, const PVRTMat4 &mView)
{
	CPVRTPFXEffect *pEffect = m_ppPFXEffects[uiEffectId];

	// Activate the passed effect
	pEffect->Activate();
	
	for (unsigned int i=0; i < m_Scene.nNumMeshNode; i++)
	{
		SPODNode* pNode = &m_Scene.pNode[i];
		SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx];
		SPODMaterial *pMaterial = 0;

		if (pNode->nIdxMaterial != -1)
		{
			pMaterial = &m_Scene.pMaterial[pNode->nIdxMaterial];	

			// Bind the texture if there is one bound to this object
			if (pMaterial->nIdxTexDiffuse != -1)
			{	
				CPVRTString texname = CPVRTString(m_Scene.pTexture[pMaterial->nIdxTexDiffuse].pszName).substitute(".png", "");
				CPVRTStringHash hashedName(texname);
				if (m_TextureCache.Exists(hashedName))
					glBindTexture(GL_TEXTURE_2D, m_TextureCache[hashedName]);
			}
		}
		
		glBindBuffer(GL_ARRAY_BUFFER, m_puiVbo[i]);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[i]);

		// Pre-calculate commonly used matrices
		PVRTMat4 mWorld;
		m_Scene.GetWorldMatrix(mWorld, *pNode);
		PVRTMat4 mWorldView = mView * mWorld;

		// Bind semantics
		const CPVRTArray<SPVRTPFXUniform>& Uniforms = pEffect->GetUniformArray();
		for(unsigned int j = 0; j < Uniforms.GetSize(); ++j)
		{
			switch(Uniforms[j].nSemantic)
			{
			case ePVRTPFX_UsPOSITION:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			case ePVRTPFX_UsNORMAL:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			case ePVRTPFX_UsUV:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			case ePVRTPFX_UsMATERIALCOLORDIFFUSE:
				{										
					if (pMaterial)
						glUniform4f(Uniforms[j].nLocation, pMaterial->pfMatDiffuse[0], pMaterial->pfMatDiffuse[1], pMaterial->pfMatDiffuse[2], 1.0f);
				}
				break;			
			case ePVRTPFX_UsWORLDVIEWPROJECTION:
				{
					PVRTMat4 mWorldViewProj = mProjection * mWorldView;					
					glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldViewProj.f);
				}
				break;
			case ePVRTPFX_UsWORLDI:
				{
					PVRTMat3 mWorldI3x3(mWorld.inverse());
					glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldI3x3.f);
				}
				break;
			case ePVRTPFX_UsWORLDVIEWIT:
				{
					PVRTMat3 mWorldViewIT3x3(mWorldView.inverse().transpose());
					glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, mWorldViewIT3x3.f);
				}
				break;
			case ePVRTPFX_UsTEXTURE:
				{
					// Set the sampler variable to the texture unit
					glUniform1i(Uniforms[j].nLocation, Uniforms[j].nIdx);
				}		
				break;			
			case ePVRTPFX_UsLIGHTPOSWORLD:
				{					
					glUniform3fv(Uniforms[j].nLocation, 1, m_vLightPosition.ptr());
				}
				break;			
			case eCUSTOMSEMANTIC_SHADOWTRANSMATRIX:
				{					
					// We need to calculate the texture projection matrix. This matrix takes the pixels from world space to previously rendered light projection space
					//where we can look up values from our saved depth buffer. The matrix is constructed from the light view and projection matrices as used for the previous render and 
					//then multiplied by the inverse of the current view matrix.
					//PVRTMat4 mTextureMatrix = m_mBiasMatrix * m_mLightProjection *  m_mLightView * mView.inverse();
					PVRTMat4 mTextureMatrix = m_mBiasMatrix * m_mLightProjection *  m_mLightView * mWorld;
					glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mTextureMatrix.f);
				}
				break;
			case ePVRTPFX_UsRANDOM:
				{					
					glUniform1f(Uniforms[j].nLocation, m_fBias);
				}
				break;			
			default:
				{
					PVRShellOutputDebug("Error: Unhandled semantic in RenderSceneWithEffect()\n");
					return false;
				}
			}
		}

		//	Now that all uniforms are set and the materials ready, draw the mesh.		
		glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0);

		// Disable all vertex attributes
		for(unsigned int j = 0; j < Uniforms.GetSize(); ++j)
		{
			switch(Uniforms[j].nSemantic)
			{
			case ePVRTPFX_UsPOSITION:
			case ePVRTPFX_UsNORMAL:
			case ePVRTPFX_UsUV:
				glDisableVertexAttribArray(Uniforms[j].nLocation);
				break;
			}
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	return true;
}
Esempio n. 23
0
void OGLES2FilmTV::DrawPODScene(PVRTMat4 &mViewProjection, bool bDrawCamera)
{
	// Clear the colour and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Get the position of the first light from the scene.
	PVRTVec4 vLightPosition = m_Scene.GetLightPosition(0);

	for(unsigned int i = 0; i < m_Scene.nNumMeshNode; ++i)
	{
		SPODNode& Node = m_Scene.pNode[i];

		// Get the node model matrix
		PVRTMat4 mWorld = m_Scene.GetWorldMatrix(Node);

		if(i == g_ui32CameraMesh)
		{
			if(!bDrawCamera)
				continue;

			// Rotate camera model
			mWorld =  m_MiniCamView.inverse() * mWorld;
		}
		else if(i == g_ui32TvScreen) // If we're drawing the TV screen change to the black and white shader
		{
			glUseProgram(m_BWShaderProgram.uiId);
		}

		// Pass the model-view-projection matrix (MVP) to the shader to transform the vertices
		PVRTMat4 mModelView, mMVP;
		mMVP = mViewProjection * mWorld;
		glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.f);

		// Pass the light position in model space to the shader
		PVRTVec4 vLightPos;
		vLightPos = mWorld.inverse() * vLightPosition;

		glUniform3fv(m_ShaderProgram.uiLightPosLoc, 1, &vLightPos.x);

		// Load the correct texture using our texture lookup table
		GLuint uiTex = 0;

		if(Node.nIdxMaterial != -1)
		{
            if(m_bFBOsCreated && Node.nIdxMaterial == m_uiTVScreen && m_i32Frame != 0)
				uiTex = m_uiTexture[1 - m_i32CurrentFBO];
			else
				uiTex = m_puiTextureIDs[Node.nIdxMaterial];
		}

		glBindTexture(GL_TEXTURE_2D, uiTex);

		/*
			Now that the model-view matrix is set and the materials ready,
			call another function to actually draw the mesh.
		*/
		DrawMesh(Node.nIdx);

		if(i == g_ui32TvScreen)
		{
			// Change back to the normal shader after drawing the g_ui32TvScreen
			glUseProgram(m_ShaderProgram.uiId);
		}
	}
}
Esempio n. 24
0
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occurred
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevant OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES3Skybox2::RenderScene()
{
	unsigned int i, j;

	// Clears the colour and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	/*
		Calculates the frame number to animate in a time-based manner.
		Uses the shell function PVRShellGetTime() to get the time in milliseconds.
	*/

	unsigned long iTime = PVRShellGetTime();

	if(!bPause)
	{
		// Calculate the model view matrix turning around the balloon
		ComputeViewMatrix();

		if(iTime > m_iTimePrev)
		{
			float fDelta = (float) (iTime - m_iTimePrev) * g_fFrameRate;
			m_fFrame   += fDelta;
			fDemoFrame += fDelta;
			fBurnAnim  += fDelta * 0.02f;

			if(fBurnAnim >= 1.0f)
				fBurnAnim = 1.0f;
		}
	}

	m_iTimePrev	= iTime;

	/* KeyBoard input processing */

	if(PVRShellIsKeyPressed(PVRShellKeyNameACTION1))
		bPause=!bPause;

	if(PVRShellIsKeyPressed(PVRShellKeyNameACTION2))
		fBurnAnim = 0.0f;

	/* Keyboard Animation and Automatic Shader Change over time */
	if(!bPause && (fDemoFrame > 500 || (m_i32Effect == 2 && fDemoFrame > 80)))
	{
		if(++m_i32Effect >= (int) g_ui32NoOfEffects)
		{
			m_i32Effect = 1;
			m_fFrame = 0.0f;
		}

		fDemoFrame = 0.0f;
		fBurnAnim  = 0.0f;
	}

	/* Change Shader Effect */

	if(PVRShellIsKeyPressed(PVRShellKeyNameRIGHT))
	{
		if(++m_i32Effect >= (int) g_ui32NoOfEffects)
			m_i32Effect = 1;

		fDemoFrame = 0.0f;
		fBurnAnim  = 0.0f;
		m_fFrame = 0.0f;
	}
	if(PVRShellIsKeyPressed(PVRShellKeyNameLEFT))
	{
		if(--m_i32Effect < 1)
			m_i32Effect = g_ui32NoOfEffects - 1;

		fDemoFrame = 0.0f;
		fBurnAnim  = 0.0f;
		m_fFrame = 0.0f;
	}

	/* Change Skybox Texture */
	if(PVRShellIsKeyPressed(PVRShellKeyNameUP))
	{
		for(i = 0; i < g_ui32NoOfEffects; ++i)
			ChangeSkyboxTo(m_ppEffects[i], m_ui32TextureIDs[4]);

		fBurnAnim = 0.0f;
	}

	if(PVRShellIsKeyPressed(PVRShellKeyNameDOWN))
	{
		for(i = 0; i < g_ui32NoOfEffects; ++i)
			ChangeSkyboxTo(m_ppEffects[i], m_ui32TextureIDs[3]);

		fBurnAnim = 0.0f;
	}

	/* Setup Shader and Shader Constants */
	int location;

	glDisable(GL_CULL_FACE);

	DrawSkybox();

	glEnable(GL_CULL_FACE);

	m_ppEffects[m_i32Effect]->Activate();

	for(i = 0; i < m_Scene.nNumMeshNode; i++)
	{
		SPODNode* pNode = &m_Scene.pNode[i];

		// Gets pMesh referenced by the pNode
		SPODMesh* pMesh = &m_Scene.pMesh[pNode->nIdx];

		// Gets the node model matrix
		PVRTMat4 mWorld, mWORLDVIEW;
		mWorld = m_Scene.GetWorldMatrix(*pNode);

		mWORLDVIEW = m_mView * mWorld;

		glBindBuffer(GL_ARRAY_BUFFER, m_aiVboID[i]);

		const CPVRTArray<SPVRTPFXUniform>& Uniforms = m_ppEffects[m_i32Effect]->GetUniformArray();
		for(j = 0; j < Uniforms.GetSize(); ++j)
		{
			switch(Uniforms[j].nSemantic)
			{
				case ePVRTPFX_UsPOSITION:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
				case ePVRTPFX_UsNORMAL:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
				case ePVRTPFX_UsUV:
				{
					glVertexAttribPointer(Uniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
					glEnableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
				case ePVRTPFX_UsWORLDVIEWPROJECTION:
				{
					PVRTMat4 mMVP;

					/* Passes the model-view-projection matrix (MVP) to the shader to transform the vertices */
					mMVP = m_mProjection * mWORLDVIEW;
					glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mMVP.f);
				}
				break;
				case ePVRTPFX_UsWORLDVIEW:
				{
					glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mWORLDVIEW.f);
				}
				break;
				case ePVRTPFX_UsWORLDVIEWIT:
				{
					PVRTMat4 mWORLDVIEWI, mWORLDVIEWIT;

					mWORLDVIEWI = mWORLDVIEW.inverse();
					mWORLDVIEWIT= mWORLDVIEWI.transpose();

					PVRTMat3 WORLDVIEWIT = PVRTMat3(mWORLDVIEWIT);

					glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, WORLDVIEWIT.f);
				}
				break;
				case ePVRTPFX_UsVIEWIT:
				{
					PVRTMat4 mViewI, mViewIT;

					mViewI  = m_mView.inverse();
					mViewIT = mViewI.transpose();

					PVRTMat3 ViewIT = PVRTMat3(mViewIT);

					glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, ViewIT.f);
				}
				break;
				case ePVRTPFX_UsLIGHTDIREYE:
				{
					PVRTVec4 vLightDirectionEyeSpace;

					// Passes the light direction in eye space to the shader
					vLightDirectionEyeSpace = m_mView * PVRTVec4(1.0,1.0,-1.0,0.0);
					glUniform3f(Uniforms[j].nLocation, vLightDirectionEyeSpace.x, vLightDirectionEyeSpace.y, vLightDirectionEyeSpace.z);
				}
				break;
				case ePVRTPFX_UsTEXTURE:
				{
					// Set the sampler variable to the texture unit
					glUniform1i(Uniforms[j].nLocation, Uniforms[j].nIdx);
				}
				break;
			}
		}

		location = glGetUniformLocation(m_ppEffects[m_i32Effect]->GetProgramHandle(), "myEyePos");

		if(location != -1)
			glUniform3f(location, vCameraPosition.x, vCameraPosition.y, vCameraPosition.z);

		//set animation
		location = glGetUniformLocation(m_ppEffects[m_i32Effect]->GetProgramHandle(), "fAnim");

		if(location != -1)
			glUniform1f(location, fBurnAnim);

		location = glGetUniformLocation(m_ppEffects[m_i32Effect]->GetProgramHandle(), "myFrame");

		if(location != -1)
			glUniform1f(location, m_fFrame);

		if(g_bBlendShader[m_i32Effect])
		{
			glEnable(GL_BLEND);

			// Correct render order for alpha blending through culling
			// Draw Back faces
			glCullFace(GL_FRONT);

			location = glGetUniformLocation(m_ppEffects[m_i32Effect]->GetProgramHandle(), "bBackFace");

			glUniform1i(location, 1);

			DrawMesh(pMesh);

			glUniform1i(location, 0);

			glCullFace(GL_BACK);
		}
		else
		{
			location = glGetUniformLocation(m_ppEffects[m_i32Effect]->GetProgramHandle(), "bBackFace");

			if(location != -1)
				glUniform1i(location, 0);

			glDisable(GL_BLEND);
		}

		/* Everything should now be setup, therefore draw the mesh*/
		DrawMesh(pMesh);

		glBindBuffer(GL_ARRAY_BUFFER, 0);

		for(j = 0; j < Uniforms.GetSize(); ++j)
		{
			switch(Uniforms[j].nSemantic)
			{
			case ePVRTPFX_UsPOSITION:
				{
					glDisableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			case ePVRTPFX_UsNORMAL:
				{
					glDisableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			case ePVRTPFX_UsUV:
				{
					glDisableVertexAttribArray(Uniforms[j].nLocation);
				}
				break;
			}
		}
	}

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	if(!bPause)
		m_Print3D.DisplayDefaultTitle("Skybox2", "", ePVRTPrint3DSDKLogo);
	else
		m_Print3D.DisplayDefaultTitle("Skybox2", "Paused", ePVRTPrint3DSDKLogo);

	m_Print3D.Flush();

	return true;
}
Esempio n. 25
0
/*******************************************************************************
 * Function Name : DrawModel
 * Description   : Draws the model
 *******************************************************************************/
void OGLES2Shaders::DrawModel()
{
	// Use the loaded effect
	m_ppEffect[m_nCurrentShader]->Activate();

	/*
		Set attributes and uniforms
	*/
	const CPVRTArray<SPVRTPFXUniform>& Uniforms = m_ppEffect[m_nCurrentShader]->GetUniformArray();

	for(unsigned int j = 0; j < Uniforms.GetSize(); ++j)
	{

		switch(Uniforms[j].nSemantic)
		{
		case ePVRTPFX_UsPOSITION:
			{
				glBindBuffer(GL_ARRAY_BUFFER, m_Surface->iVertexVBO);
				glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, 0, (const void*) NULL);
				glEnableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		case ePVRTPFX_UsNORMAL:
			{
				glBindBuffer(GL_ARRAY_BUFFER, m_Surface->iNormalVBO);
				glVertexAttribPointer(Uniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, 0, (const void*) NULL);
				glEnableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		case ePVRTPFX_UsUV:
			{
				glBindBuffer(GL_ARRAY_BUFFER, m_Surface->iUvVBO);
				glVertexAttribPointer(Uniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, 0, (const void*) NULL);
				glEnableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		case ePVRTPFX_UsWORLDVIEWPROJECTION:
			{
				PVRTMat4 mMVP;

				/* Passes the model-view-projection matrix (MVP) to the shader to transform the vertices */
				mMVP = m_mProjection * m_mModelView;
				glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, mMVP.f);
			}
			break;
		case ePVRTPFX_UsWORLDVIEW:
			{
				glUniformMatrix4fv(Uniforms[j].nLocation, 1, GL_FALSE, m_mModelView.f);
			}
			break;
		case ePVRTPFX_UsWORLDVIEWIT:
			{
				PVRTMat4 mModelViewI, mModelViewIT;

				/* Passes the inverse transpose of the model-view matrix to the shader to transform the normals */
				mModelViewI = m_mModelView.inverse();
				mModelViewIT= mModelViewI.transpose();
				PVRTMat3 ModelViewIT = PVRTMat3(mModelViewIT);

				glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, ModelViewIT.f);
			}
			break;
		case ePVRTPFX_UsVIEWIT:
			{
				PVRTMat4 mViewI, mViewIT;

				/* Passes the inverse transpose of the model-view matrix to the shader to transform the normals */
				mViewI = m_mView.inverse();
				mViewIT= mViewI.transpose();

				PVRTMat3 ViewIT = PVRTMat3(mViewIT);

				glUniformMatrix3fv(Uniforms[j].nLocation, 1, GL_FALSE, ViewIT.f);
			}
			break;
		case ePVRTPFX_UsTEXTURE:
			{
				// Set the sampler variable to the texture unit
				glUniform1i(Uniforms[j].nLocation, Uniforms[j].nIdx);
			}
			break;
		case ePVRTPFX_UsANIMATION:
			{
				// Float in the range 0..1: contains this objects distance through its animation.
				float fAnimation = 0.5f * m_fViewAngle / PVRT_PI;
				glUniform1f(Uniforms[j].nLocation, fAnimation);
			}
			break;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);	// Unbind the last buffer used.

	glDrawElements(GL_TRIANGLES, m_Surface->GetNumFaces()*3, GL_UNSIGNED_SHORT, m_Surface->pIndex);

	/*
		Disable attributes
	*/
	for(unsigned int j = 0; j < Uniforms.GetSize(); ++j)
	{
		switch(Uniforms[j].nSemantic)
		{
		case ePVRTPFX_UsPOSITION:
			{
				glDisableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		case ePVRTPFX_UsNORMAL:
			{
				glDisableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		case ePVRTPFX_UsUV:
			{
				glDisableVertexAttribArray(Uniforms[j].nLocation);
			}
			break;
		}
	}

	return;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLESIntroducingPVRTools::RenderScene()
{
	// Clears the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Binds the loaded texture
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	// Use the loaded shader program
	glUseProgram(m_ShaderProgram.uiId);

	/*
		Creates the Model View Projection (MVP) matrix using the PVRTMat4 class from the tools.
		The tools contain a complete set of functions to operate on 4x4 matrices.
	*/
	PVRTMat4 mMVP = PVRTMat4::Identity();

	if(PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen)) // If the screen is rotated
		mMVP = PVRTMat4::RotationZ(-1.57f);

	/*
		Pass this matrix to the shader.
		The .m field of a PVRTMat4 contains the array of float used to
		communicate with OpenGL ES.
	*/
	glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMVPMatrix], 1, GL_FALSE, mMVP.ptr());

	/*
		Draw a triangle.
		Please refer to the training course IntroducingPVRShell for a detailed explanation.
	*/

	// Bind the VBO
	glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo);

	// Pass the vertex data
	glEnableVertexAttribArray(VERTEX_ARRAY);
	glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, m_ui32VertexStride, 0);

	// Pass the texture coordinates data
	glEnableVertexAttribArray(TEXCOORD_ARRAY);
	glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (sizeof(GLfloat) * 3) /* Uvs start after the position */);

	// Draws a non-indexed triangle array
	glDrawArrays(GL_TRIANGLES, 0, 3);

	/*
		Display some text.
		Print3D() function allows to draw text anywhere on the screen using any color.
		Param 1: Position of the text along X (from 0 to 100 scale independent)
		Param 2: Position of the text along Y (from 0 to 100 scale independent)
		Param 3: Scale of the text
		Param 4: Colour of the text (0xAABBGGRR format)
		Param 5: Formated string (uses the same syntax as printf)
	*/
	m_Print3D.Print3D(8.0f, 30.0f, 1.0f, 0xFFAA4040, "example");

	/*
		DisplayDefaultTitle() writes a title and description text on the top left of the screen.
		It can also display the PVR logo (ePVRTPrint3DLogoPVR), the IMG logo (ePVRTPrint3DLogoIMG) or both (ePVRTPrint3DLogoPVR | ePVRTPrint3DLogoIMG).
		Set this last parameter to NULL not to display the logos.
	*/
	m_Print3D.DisplayDefaultTitle("IntroducingPVRTools", "Description", ePVRTPrint3DLogoIMG);

	// Tells Print3D to do all the pending text rendering now
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2PVRScopeRemote::RenderScene()
{
	CPPLProcessingScoped PPLProcessingScoped(m_psSPSCommsData,
		__FUNCTION__, static_cast<unsigned int>(strlen(__FUNCTION__)), m_i32FrameCounter);

	if(m_psSPSCommsData)
	{
		// mark every N frames
		if(!(m_i32FrameCounter % 100))
		{
			char buf[128];
			const int nLen = sprintf(buf, "frame %u", m_i32FrameCounter);
			m_bCommsError |= !pplSendMark(m_psSPSCommsData, buf, nLen);
		}

		// Check for dirty items
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "dirty", static_cast<unsigned int>(strlen("dirty")), m_i32FrameCounter);
		{
			unsigned int nItem, nNewDataLen;
			const char *pData;
			bool bRecompile = false;
			while(pplLibraryDirtyGetFirst(m_psSPSCommsData, &nItem, &nNewDataLen, &pData))
			{
				PVRShellOutputDebug("dirty item %u %u 0x%08x\n", nItem, nNewDataLen, pData);
				switch(nItem)
				{
				case 0:
					delete [] m_pszFragShader;
					m_pszFragShader = new char [nNewDataLen+1];
					strncpy(m_pszFragShader, (char*)pData, nNewDataLen);
					m_pszFragShader[nNewDataLen] = 0;
					bRecompile = true;
					break;

				case 1:
					delete [] m_pszVertShader;
					m_pszVertShader = new char [nNewDataLen+1];
					strncpy(m_pszVertShader, (char*)pData, nNewDataLen);
					m_pszVertShader[nNewDataLen] = 0;
					bRecompile = true;
					break;

				case 2:
					if(nNewDataLen == sizeof(SSPSCommsLibraryTypeFloat))
					{
						const SSPSCommsLibraryTypeFloat * const psData = (SSPSCommsLibraryTypeFloat*)pData;
						m_fMinThickness = psData->fCurrent;
					}
					break;
				case 3:
					if(nNewDataLen == sizeof(SSPSCommsLibraryTypeFloat))
					{
						const SSPSCommsLibraryTypeFloat * const psData = (SSPSCommsLibraryTypeFloat*)pData;
						m_fMaxVariation = psData->fCurrent;
					}
					break;
				}
			}

			if(bRecompile)
			{
				CPVRTString ErrorStr;
				glDeleteProgram(m_ShaderProgram.uiId);
				glDeleteShader(m_uiVertShader);
				glDeleteShader(m_uiFragShader);
				if (!LoadShaders(&ErrorStr, m_pszFragShader, m_pszVertShader))
				{
					PVRShellOutputDebug("%s", ErrorStr.c_str());
				}
			}
		}
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
	}

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "draw", static_cast<unsigned int>(strlen("draw")), m_i32FrameCounter);
	}

	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Use shader program
	glUseProgram(m_ShaderProgram.uiId);

	// Bind texture
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_uiTexture);

	// Rotate and Translation the model matrix
	PVRTMat4 mModel;
	mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += (2*PVRT_PI/60)/7;

	// Set model view projection matrix
	PVRTMat4 mModelView, mMVP;
	mModelView = m_mView * mModel;
	mMVP =  m_mProjection * mModelView;
	glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

	// Set light direction in model space
	PVRTVec4 vLightDirModel;
	vLightDirModel = mModel.inverse() * PVRTVec4(1, 1, 1, 0);

	glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, &vLightDirModel.x);

	// Set eye position in model space
	PVRTVec4 vEyePosModel;
	vEyePosModel = mModelView.inverse() * PVRTVec4(0, 0, 0, 1);
	glUniform3fv(m_ShaderProgram.uiEyePosLoc, 1, &vEyePosModel.x);

	/*
		Set the iridescent shading parameters
	*/
	// Set the minimum thickness of the coating in nm
	glUniform1f(m_ShaderProgram.uiMinThicknessLoc, m_fMinThickness);

	// Set the maximum variation in thickness of the coating in nm
	glUniform1f(m_ShaderProgram.uiMaxVariationLoc, m_fMaxVariation);

	/*
		Now that the uniforms are set, call another function to actually draw the mesh.
	*/
	DrawMesh(0);

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
		m_bCommsError |= !pplSendProcessingBegin(m_psSPSCommsData, "Print3D", static_cast<unsigned int>(strlen("Print3D")), m_i32FrameCounter);
	}

	// Displays the demo name using the tools. For a detailed explanation, see the example IntroducingPVRTools
	if(m_bCommsError)
	{
		m_Print3D.DisplayDefaultTitle("PVRScopeRemote", "Remote APIs\n\nError:\n  PVRScopeComms failed\n  Is PVRPerfServer connected?", ePVRTPrint3DSDKLogo);
		m_bCommsError = false;
	}
	else
		m_Print3D.DisplayDefaultTitle("PVRScopeRemote", "Remote APIs", ePVRTPrint3DSDKLogo);

	m_Print3D.Flush();

	if (m_psSPSCommsData)
	{
		m_bCommsError |= !pplSendProcessingEnd(m_psSPSCommsData);
	}

	// send counters
	m_anCounterReadings[eCounter]	= m_i32FrameCounter;
	m_anCounterReadings[eCounter10]	= m_i32Frame10Counter;
	if(m_psSPSCommsData)
	{
		m_bCommsError |= !pplCountersUpdate(m_psSPSCommsData, m_anCounterReadings);
	}

	// update some counters
	++m_i32FrameCounter;
	if(0 == (m_i32FrameCounter / 10) % 10)
	{
		m_i32Frame10Counter += 10;
	}

	return true;
}
Esempio n. 28
0
void Mesh3D::draw(SceneGraph *scene,  Sprite3D *sprite, int min, int max)
{
	
	scene->m_ppEffect[m_shader]->Activate();
	
	if(m_blendEnable)
	{
		glEnable (GL_BLEND);
		glBlendFunc (m_blend1, m_blend2);
	} else 
	{
		glDisable (GL_BLEND);
	}
	
	//glEnable(GL_SAMPLE_COVERAGE);
	//glSampleCoverage(1.0, GL_FALSE);
	
	for(unsigned int j = 0; j < scene->m_pnUniformCnt[m_shader]; ++j)
	{
		//unsigned int location = scene->m_ppsUniforms[m_shader][j].nLocation;
		EUniformSemantic semantic = (EUniformSemantic)scene->m_ppsUniforms[m_shader][j].nSemantic; 
		switch(semantic)
		{
			case eUsMVPMATRIX:
			{
				PVRTMat4 mMVP;
				
				/* Passes the model-view-projection matrix (MVP) to the shader to transform the vertices */
				
				if(useSceneModel)
				{
					mMVP = scene->m_mProjection * scene->m_mModelView * sprite->modelView;
				}
				else 
				{
					mMVP = scene->m_mProjection * sprite->modelView;
				}
				glUniformMatrix4fv(scene->m_ppsUniforms[m_shader][j].nLocation, 1, GL_FALSE, mMVP.f);
			}
				break;
			case eUsMODELVIEW:
			{
				PVRTMat4 MV = useSceneModel ? scene->m_mModelView * sprite->modelView : sprite->modelView  ;
				glUniformMatrix4fv(scene->m_ppsUniforms[m_shader][j].nLocation, 1, GL_FALSE, MV.f);
			}
				break;
			case eUsMODELVIEWIT:
			{
				PVRTMat4 mModelViewI, mModelViewIT;
				PVRTMat4 MV = useSceneModel ?  scene->m_mModelView * sprite->modelView : sprite->modelView ;
				/* Passes the inverse transpose of the model-view matrix to the shader to transform the normals */
				mModelViewI = MV.inverse();
				mModelViewIT= mModelViewI.transpose();
				PVRTMat3 ModelViewIT = PVRTMat3(mModelViewIT);
				
				glUniformMatrix3fv(scene->m_ppsUniforms[m_shader][j].nLocation, 1, GL_FALSE, ModelViewIT.f);
			}
				break;
			case eUsVIEWIT:
			{
				PVRTMat4 mViewI, mViewIT;
				
				/* Passes the inverse transpose of the model-view matrix to the shader to transform the normals */
				mViewI = scene->m_mView.inverse();
				mViewIT= mViewI.transpose();
				
				PVRTMat3 ViewIT = PVRTMat3(mViewIT);
				
				glUniformMatrix3fv(scene->m_ppsUniforms[m_shader][j].nLocation, 1, GL_FALSE, ViewIT.f);
			}
				break;	
                
            default:
                break;

		}
	}
	
	
	for(int i32MeshIndex  =min; i32MeshIndex < max; i32MeshIndex++)
	{
		//int i32MeshIndex = i;
		//int i32MeshIndex = m_ModelPOD.pNode[i].nIdx;
		//SPODMesh* submesh = &m_ModelPOD.pMesh[i32MeshIndex];
		//int materialIndex = m_ModelPOD.pNode[i].nIdxMaterial;
		//SPODMaterial* pMaterial = &m_ModelPOD.pMaterial[materialIndex];
		
		//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_puiIndexVbo[i32MeshIndex]);
		int materialIndex = meshInfo[i32MeshIndex].materialIndex;
		
		for(unsigned int j = 0; j < scene->m_pnUniformCnt[m_shader]; ++j)
		{
			unsigned int location = scene->m_ppsUniforms[m_shader][j].nLocation;
			EUniformSemantic semantic = (EUniformSemantic)scene->m_ppsUniforms[m_shader][j].nSemantic; 
			switch(semantic)
			{
				case eUsMATERIALCOLORAMBIENT:
				{
					PVRTVec3 vColour = materialInfo[materialIndex].ambientColor;
					glUniform3f(location, vColour.x, vColour.y, vColour.z);
				}
					break;
				case eUsMATERIALCOLORDIFFUSE:
				{
					PVRTVec3 vColour =  materialInfo[materialIndex].diffuseColor;
					glUniform3f(location, vColour.x, vColour.y, vColour.z);
				}
					break;
					
				case eUsPOSITION:
				{
					glBindBuffer(GL_ARRAY_BUFFER, iVertexVBO[ i32MeshIndex] );
					//glVertexAttribPointer(m_ppsUniforms[m_nCurrentShader][j].nLocation, 3, GL_FLOAT, GL_FALSE, 0, (const void*) NULL);
					glVertexAttribPointer(scene->m_ppsUniforms[m_shader][j].nLocation, 3, GL_FLOAT, GL_FALSE, meshInfo[i32MeshIndex].vertexStride, (const void*) NULL);
					
					glEnableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
				}
					break;
				case eUsNORMAL:
				{
					glBindBuffer(GL_ARRAY_BUFFER, iVertexVBO[ i32MeshIndex]);
					glVertexAttribPointer(scene->m_ppsUniforms[m_shader][j].nLocation, 3, GL_FLOAT, GL_FALSE, 
										  meshInfo[i32MeshIndex].normalStride, (const void*)  meshInfo[i32MeshIndex].normalOffset);
					
					glEnableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
				}
					break;
				case eUsTANGENT:
				{
					glBindBuffer(GL_ARRAY_BUFFER, iVertexVBO[ i32MeshIndex]);
					glVertexAttribPointer(scene->m_ppsUniforms[m_shader][j].nLocation, 3, GL_FLOAT, GL_FALSE, 
										  meshInfo[i32MeshIndex].tangentStride, (const void*)  meshInfo[i32MeshIndex].tangentOffset);
					
					glEnableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
					
				}
					break;
				case eUsUV:
				{
					
					//glVertexAttribPointer(m_ppsUniforms[m_nCurrentShader][j].nLocation, 2, GL_FLOAT, GL_FALSE, 0, (const void*) NULL);
					if( meshInfo[i32MeshIndex].uvOffset != 0)
					{
						glBindBuffer(GL_ARRAY_BUFFER, iVertexVBO[i32MeshIndex]);
						glVertexAttribPointer(scene->m_ppsUniforms[m_shader][j].nLocation, 2, GL_FLOAT, GL_FALSE, 
											  meshInfo[i32MeshIndex].uvStride, (const void*)  meshInfo[i32MeshIndex].uvOffset);
						glEnableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
					}
				}
					break;

				case eUsTEXTURE:
				{
					// Set the sampler variable to the texture unit					
					int index = scene->m_ppsUniforms[m_shader][j].nIdx;
					
					switch(index)
					{
						case 0:
						{
							GLuint tex = m_uiTexture[materialIndex];
							glActiveTexture(GL_TEXTURE0);
							glBindTexture(GL_TEXTURE_2D, tex);
							
							//NSLog(@"Normal map %d %d", index, tex);
							glUniform1i(scene->m_ppsUniforms[m_shader][j].nLocation, index);
						}
							break;
						case 1:
						{
							//NSLog(@"Normal map %d %d", index, m_normalMap);
							glActiveTexture(GL_TEXTURE1);
							glBindTexture(GL_TEXTURE_2D, m_normalMap);
						
							glUniform1i(scene->m_ppsUniforms[m_shader][j].nLocation, index);
						}
							break;
						case 2:
						{
							glActiveTexture(GL_TEXTURE2);
							glBindTexture(GL_TEXTURE_CUBE_MAP, m_cubeMap);

							glUniform1i(scene->m_ppsUniforms[m_shader][j].nLocation, index);
						}
							break;
					}
					
				}				
					break;
					
				case eUsTEXTURE_ENABLED:
				{
					int texture_enabled = 0;
					int texture = (signed int)m_uiTexture[materialIndex];
					if(texture != INT_MAX)
						texture_enabled = 1;
						
					//printf("Texture %d %d\n", m_uiTexture[materialIndex], texture_enabled);
					if(m_normalMap > 0)
					{
						texture_enabled |= 2;
					}
					if(m_cubeMap > 0)
					{
						texture_enabled |= 4;
					}
					
					glUniform1i(scene->m_ppsUniforms[m_shader][j].nLocation, texture_enabled);
				}
					break;
				case eUsANIMATION:
				{
					// Float in the range 0..1: contains this objects distance through its animation.
					float fAnimation = 0.5f * scene->m_fViewAngle / PVRT_PI;
					glUniform1f(scene->m_ppsUniforms[m_shader][j].nLocation, fAnimation);
				}
					break;
				case eUsMATERIALSHININESS:
				{
					float shiness =  materialInfo[materialIndex].shiness;
					glUniform1f(location, shiness);
				}
					break;
				case eUsMATERIALCOLORSPECULAR:
				{
					PVRTVec3 vColour =  materialInfo[materialIndex].specularColor;
					glUniform3f(location, vColour.x, vColour.y, vColour.z);
				}
					break;
				case eUsLIGHTPOSWORLD:
				{
					PVRTVec3 position(45, 72, 52);
					glUniform3f(location, position.x , position.y, position.z);
				}
					break;
                default:
                    break;
			}
		}
		// Load the correct texture using our texture lookup table
		
		
		//glBindBuffer(GL_ARRAY_BUFFER, 0);	// Unbind the last buffer used.
		drawMesh(i32MeshIndex, materialIndex);
	}
	
	/*
	 Disable attributes
	 */
	for(unsigned int j = 0; j < scene->m_pnUniformCnt[m_shader]; ++j)
	{
		switch(scene->m_ppsUniforms[m_shader][j].nSemantic)
		{
			case eUsPOSITION:
			{
				glDisableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
			}
				break;
			case eUsNORMAL:
			{
				glDisableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
			}
				break;
			case eUsUV:
			{
				glDisableVertexAttribArray(scene->m_ppsUniforms[m_shader][j].nLocation);
			}
				break;
		
		}
	}

	glDisable(GL_BLEND);

}
/*!****************************************************************************
 @Function		RenderScene
 @Return		bool		true if no error occured
 @Description	Main rendering loop function of the program. The shell will
				call this function every frame.
				eglSwapBuffers() will be performed by PVRShell automatically.
				PVRShell will also manage important OS events.
				Will also manage relevent OS events. The user has access to
				these events through an abstraction layer provided by PVRShell.
******************************************************************************/
bool OGLES2AnisotropicLighting::RenderScene()
{
	// Clear the color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Keyboard input (cursor to change render mode)
	if (PVRShellIsKeyPressed(PVRShellKeyNameLEFT))
	{
		m_eRenderMode = ERenderMode((m_eRenderMode + eNumRenderModes - 1) % eNumRenderModes);
	}
	if (PVRShellIsKeyPressed(PVRShellKeyNameRIGHT))
	{
		m_eRenderMode = ERenderMode((m_eRenderMode + 1) % eNumRenderModes);
	}

	// Rotate the model matrix
	PVRTMat4 mModel = PVRTMat4::RotationY(m_fAngleY);
	m_fAngleY += 0.02f;

	// Calculate model view projection matrix
	PVRTMat4 mMVP = m_mViewProj * mModel;

	if (m_eRenderMode == eTexLookup)
	{
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, m_uiTexture);

		glUseProgram(m_FastShader.uiId);

		glUniformMatrix4fv(m_FastShader.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

		/*
			The inverse of a rotation matrix is the transposed matrix
			Because of v * M = transpose(M) * v, this means:
			v * R == inverse(R) * v
			So we don't have to actually invert or transpose the matrix
			to transform back from world space to model space
		*/
		PVRTVec3 vMsEyePos = PVRTVec3(PVRTVec4(0, 0, 150, 1) * mModel);
		glUniform3fv(m_FastShader.uiMsEyePosLoc, 1, vMsEyePos.ptr());

		PVRTVec3 vMsLightDir = PVRTVec3(PVRTVec4(1, 1, 1, 1) * mModel).normalized();
		glUniform3fv(m_FastShader.uiMsLightDirLoc, 1, vMsLightDir.ptr());
	}
	else
	{
		glUseProgram(m_SlowShader.uiId);

		glUniformMatrix4fv(m_SlowShader.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.ptr());

		PVRTVec3 vMsEyeDir = PVRTVec3(PVRTVec4(0, 0, 150, 1) * mModel).normalized();
		glUniform3fv(m_SlowShader.uiMsEyeDirLoc, 1, vMsEyeDir.ptr());

		PVRTVec3 vMsLightDir = PVRTVec3(PVRTVec4(1, 1, 1, 1) * mModel).normalized();
		glUniform3fv(m_SlowShader.uiMsLightDirLoc, 1, vMsLightDir.ptr());
	}

	/*
		Now that the uniforms are set, call another function to actually draw the mesh.
	*/
	DrawMesh(0);

	// Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools
	m_Print3D.DisplayDefaultTitle("AnisotropicLighting", "", ePVRTPrint3DLogoIMG);
	m_Print3D.Print3D(0.3f, 7.5f, 0.75f, PVRTRGBA(255,255,255,255), c_aszRenderModes[m_eRenderMode]);
	m_Print3D.Flush();

	return true;
}
/*!****************************************************************************
 @Function		RenderCubeScene
 @Input			iFrame
 @Description	Renders the pre-loaded scene.
******************************************************************************/
void OGLES2MultiThreading::RenderCubeScene(int iFrame)
{
    bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);
    int  iW      = PVRShellGet(prefWidth);
    int  iH      = PVRShellGet(prefHeight);

    PVRTMat4 mxProjection = PVRTMat4::PerspectiveFovRH(0.7f, (float)iW / (float)iH, 1.0f, 1000.0f, PVRTMat4::OGL, bRotate);
    PVRTMat4 mxView       = PVRTMat4::Translation(0.0f, 0.0f, -200.0f);
    PVRTMat4 mxModel      = PVRTMat4::RotationX(-0.5f) * PVRTMat4::RotationY(iFrame * 0.016f) * PVRTMat4::Scale(30.0f, 30.0f, 30.0f);
    
    PVRTMat4 mxMVP        = mxProjection * mxView * mxModel;
    
    PVRTVec4 vLightDir    = PVRTVec4(0.0f, 0.3f, 1.0f, 0.0f) * mxModel;

    // Actually use the created program
    glUseProgram(handles.uiProgramObject);

    // Sets the clear color.
    // The colours are passed per channel (red,green,blue,alpha) as float values from 0.0 to 1.0
    glClearColor(0.6f, 0.8f, 1.0f, 1.0f); // clear blue
    
    glBindTexture(GL_TEXTURE_2D, handles.uiTexture);
    
    // Bind the VBO
    glBindBuffer(GL_ARRAY_BUFFER, handles.uiVbo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handles.uiIndexVbo);

    /*
        Clears the color buffer and depth buffer
    */
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    /*
        Bind the projection model view matrix (PMVMatrix) to
        the associated uniform variable in the shader
    */

    // First gets the location of that variable in the shader using its name
    int i32MVPLocation  = glGetUniformLocation(handles.uiProgramObject, "myPMVMatrix");
    int i32LDLocation   = glGetUniformLocation(handles.uiProgramObject, "vLightDir");
    int i32TexLocation  = glGetUniformLocation(handles.uiProgramObject, "sTexture");

    // Then passes the matrix to that variable
    glUniformMatrix4fv( i32MVPLocation, 1, GL_FALSE, mxMVP.ptr());
    
    // Pass light direction
    glUniform3fv( i32LDLocation, 1, vLightDir.ptr());
    
    // Set texture location
    glUniform1i( i32TexLocation, 0);

    /*
        Enable the custom vertex attribute at index VERTEX_ARRAY.
        We previously binded that index to the variable in our shader "vec4 MyVertex;"
     */
    glEnableVertexAttribArray(VERTEX_ARRAY);
    glEnableVertexAttribArray(NORMAL_ARRAY);
    glEnableVertexAttribArray(UV_ARRAY);

    // Sets the vertex data to this attribute index
    glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
    glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(3*sizeof(GLfloat)));
    glVertexAttribPointer(UV_ARRAY,     2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(6*sizeof(GLfloat)));

    /*
        Draws a non-indexed triangle array from the pointers previously given.
        This function allows the use of other primitive types : triangle strips, lines, ...
        For indexed geometry, use the function glDrawElements() with an index list.
    */
    glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
    
    // Disable states
    glDisableVertexAttribArray(VERTEX_ARRAY);
    glDisableVertexAttribArray(NORMAL_ARRAY);
    glDisableVertexAttribArray(UV_ARRAY);
    
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    
    glBindTexture(GL_TEXTURE_2D, 0);
}