/*!**************************************************************************** @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 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); }
/*!**************************************************************************** @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); } }
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); }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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 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; }
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 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; }
/******************************************************************************* * 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 DrawPODScene @Input mViewProjection @Input bDrawCamera @Description Draws the scene described by the loaded POD file. *****************************************************************************/ void OGLES3TextureStreaming::DrawPODScene(const PVRTMat4 &mViewProjection) { // 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); int iTVCount = 0; #if defined(__ANDROID__) // Check if the MVP has changed if (m_Camera.HasImageChanged() && m_Camera.HasProjectionMatrixChanged()) { m_TexCoordsProjection = PVRTMat4(m_Camera.GetProjectionMatrix()); } #endif for(unsigned int i = 0; i < m_Scene.nNumMeshNode; ++i) { SPODNode& Node = m_Scene.pNode[i]; bool bIsTVScreen = Node.nIdxMaterial == m_uiTVScreen; bool bIsRecordGlow = Node.nIdxMaterial == m_uiRecordGlow; // Get the node model matrix PVRTMat4 mWorld = m_Scene.GetWorldMatrix(Node); PVRTMat4 mModelView, mMVP; mMVP = mViewProjection * mWorld; GLint iMVPLoc = -1; #if defined(__ANDROID__) GLint iTexProjLoc = -1; #endif if(bIsTVScreen) // If we're drawing the TV screen change to the correct TV shader { _ASSERT(iTVCount < c_numTVScreens); if(c_screenEffects[iTVCount] == eTVNoise) { glUseProgram(m_TVNoiseShaderProgram.uiId); iMVPLoc = m_TVNoiseShaderProgram.uiMVP; #if defined(__ANDROID__) iTexProjLoc = m_TVNoiseShaderProgram.uiVideoTexProjM; #endif // Do the screen scrolling float fBandY1 = m_fBandScroll; float fBandY2 = fBandY1 + c_fBandWidth; glUniform2f(m_TVNoiseShaderProgram.uiScreenBand, fBandY1, fBandY2); // Do the noise PVRTVec2 vNoiseCoords; vNoiseCoords.x = (m_iNoiseCoordIdx % 4) * 0.25f; vNoiseCoords.y = (m_iNoiseCoordIdx / 4) * 0.25f; // Set the texmod value glUniform2f(m_TVNoiseShaderProgram.uiNoiseLoc, vNoiseCoords.x, vNoiseCoords.y); // Increment and reset m_iNoiseCoordIdx++; if(m_iNoiseCoordIdx >= 16) m_iNoiseCoordIdx = 0; } else if(c_screenEffects[iTVCount] == eTVGreyscale) { glUseProgram(m_TVGreyscaleShaderProgram.uiId); iMVPLoc = m_TVGreyscaleShaderProgram.uiMVP; #if defined(__ANDROID__) iTexProjLoc = m_TVGreyscaleShaderProgram.uiVideoTexProjM; #endif } else if(c_screenEffects[iTVCount] == eTVColour) { glUseProgram(m_TVShaderProgram.uiId); iMVPLoc = m_TVShaderProgram.uiMVP; #if defined(__ANDROID__) iTexProjLoc = m_TVShaderProgram.uiVideoTexProjM; #endif } else { _ASSERT(false); // Invalid enum } iTVCount++; } else if(bIsRecordGlow) { // Should the glow be active? unsigned long ulNow = PVRShellGetTime(); if(ulNow - m_ulGlowTime > 1000) { m_bGlowState = !m_bGlowState; m_ulGlowTime = ulNow; } if(!m_bGlowState) continue; glEnable(GL_BLEND); glUseProgram(m_AmbientShaderProgram.uiId); iMVPLoc = m_AmbientShaderProgram.uiMVP; } else { glUseProgram(m_LitProgram.uiId); iMVPLoc = m_LitProgram.uiMVP; } glUniformMatrix4fv(iMVPLoc, 1, GL_FALSE, mMVP.f); // Pass the light position in model space to the shader. Don't do this for the TV screen. if(!bIsTVScreen && !bIsRecordGlow) { PVRTVec4 vLightPos; vLightPos = mWorld.inverse() * vLightPosition; glUniform3fv(m_LitProgram.uiLightPosition, 1, &vLightPos.x); } // Bind the correct texture if(Node.nIdxMaterial != -1) { if(Node.nIdxMaterial == m_uiTVScreen && m_i32Frame != 0) { #if defined(__ANDROID__) GLuint yuvTexture = m_Camera.GetYUVTexture(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_EXTERNAL_OES, yuvTexture); // Set the sampler projection glUniformMatrix4fv(iTexProjLoc, 1, GL_FALSE, m_TexCoordsProjection.f); #elif defined(__APPLE__) GLuint lumaTexure = m_Camera.GetLuminanceTexture(); GLuint chromaTexture = m_Camera.GetChrominanceTexture(); GLenum lumaTarget = m_Camera.GetLuminanceTextureTarget(); GLenum chromaTarget = m_Camera.GetChrominanceTextureTarget(); glActiveTexture(GL_TEXTURE0); glBindTexture(lumaTarget, lumaTexure); glActiveTexture(GL_TEXTURE1); glBindTexture(chromaTarget, chromaTexture); #endif if(c_screenEffects[iTVCount] == eTVNoise) { // Bind the noise texture glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, m_uiNoiseTex); } } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_puiTextureIDs[Node.nIdxMaterial]); } } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); } /* Now that the model-view matrix is set and the materials ready, call another function to actually draw the mesh. */ DrawMesh(Node.nIdx, (bIsTVScreen || bIsRecordGlow) ? false : true); if(bIsRecordGlow) { 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 OGLESPVRScopeExample::RenderScene() { // Keyboard input (cursor up/down to cycle through counters) if(PVRShellIsKeyPressed(PVRShellKeyNameUP)) { m_i32Counter++; if(m_i32Counter > (int) m_pScopeGraph->GetCounterNum()) m_i32Counter = m_pScopeGraph->GetCounterNum(); } if(PVRShellIsKeyPressed(PVRShellKeyNameDOWN)) { m_i32Counter--; if(m_i32Counter < 0) m_i32Counter = 0; } if(PVRShellIsKeyPressed(PVRShellKeyNameACTION2)) m_pScopeGraph->ShowCounter(m_i32Counter, !m_pScopeGraph->IsCounterShown(m_i32Counter)); // Keyboard input (cursor left/right to change active group) if(PVRShellIsKeyPressed(PVRShellKeyNameRIGHT)) { m_pScopeGraph->SetActiveGroup(m_pScopeGraph->GetActiveGroup()+1); } if(PVRShellIsKeyPressed(PVRShellKeyNameLEFT)) { m_pScopeGraph->SetActiveGroup(m_pScopeGraph->GetActiveGroup()-1); } // Clears 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); char Description[256]; if(m_pScopeGraph->GetCounterNum()) { sprintf(Description, "Active Grp %i\n\nCounter %i (Grp %i) \nName: %s\nShown: %s\nuser y-axis: %.2f max: %.2f%s", m_pScopeGraph->GetActiveGroup(), m_i32Counter, m_pScopeGraph->GetCounterGroup(m_i32Counter), m_pScopeGraph->GetCounterName(m_i32Counter), m_pScopeGraph->IsCounterShown(m_i32Counter) ? "Yes" : "No", m_pScopeGraph->GetMaximum(m_i32Counter), m_pScopeGraph->GetMaximumOfData(m_i32Counter), m_pScopeGraph->IsCounterPercentage(m_i32Counter) ? "%%" : ""); } else { sprintf(Description, "No counters present"); } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("PVRScopeExample", Description, ePVRTPrint3DSDKLogo); m_Print3D.Flush(); // Update counters and draw the graph m_pScopeGraph->Ping(); 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 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 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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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 OGLES2MaximumIntensityBlend::RenderScene() { // Clears the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Enable blending glEnable(GL_BLEND); glBlendEquation(GL_MAX_EXT); /* 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(); unsigned long ulDeltaTime = ulTime - m_ulTimePrev; m_ulTimePrev = ulTime; m_fFrame += (float)ulDeltaTime * 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 vLightDir; { 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) * 0.6; /* 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); vLightDir = vFrom; // 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; // Retrieve the list of required uniforms CPVRTPFXEffect* pEffect; SPODMaterial* pMat = &m_Scene.pMaterial[pNode->nIdxMaterial]; if(pMat->nIdxTexDiffuse != -1) { pEffect = m_pEffectTextured; } else { pEffect = m_pEffect; } pEffect->Activate(); const CPVRTArray<SPVRTPFXUniform>& aUniforms = pEffect->GetUniformArray(); /* Now we loop over the uniforms requested by the PFX file. Using the switch statement allows us to handle all of the required semantics */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsPOSITION: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsNORMAL: { glVertexAttribPointer(aUniforms[j].nLocation, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsUV: { glVertexAttribPointer(aUniforms[j].nLocation, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); glEnableVertexAttribArray(aUniforms[j].nLocation); } break; case ePVRTPFX_UsWORLDVIEWPROJECTION: { PVRTMat4 mWVP; // Passes the world-view-projection matrix (WVP) to the shader to transform the vertices mWVP = m_mProjection * mWorldView; glUniformMatrix4fv(aUniforms[j].nLocation, 1, GL_FALSE, mWVP.f); } break; case eUsINTENSITY: { int iMat = pNode->nIdxMaterial; SPODMaterial* pMat = &m_Scene.pMaterial[iMat]; float fIntensity = pMat->pfMatDiffuse[0]; // Take R value for intensity glUniform1f(aUniforms[j].nLocation, fIntensity); } break; case ePVRTPFX_UsTEXTURE: { glUniform1i(aUniforms[j].nLocation, 0); } break; case ePVRTPFX_UsWORLDVIEWIT: { PVRTMat3 mWorldViewIT3x3(mWorldView.inverse().transpose()); glUniformMatrix3fv(aUniforms[j].nLocation, 1, GL_FALSE, mWorldViewIT3x3.f); } break; case ePVRTPFX_UsLIGHTDIREYE: { PVRTVec4 vLightDirView = (m_mView * PVRTVec4(-vLightDir, 1.0f)).normalize(); glUniform3fv(aUniforms[j].nLocation, 1, vLightDirView.ptr()); } 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); /* Now disable all of the enabled attribute arrays that the PFX requested. */ for(unsigned int j = 0; j < aUniforms.GetSize(); ++j) { switch(aUniforms[j].nSemantic) { case ePVRTPFX_UsNORMAL: case ePVRTPFX_UsUV: case ePVRTPFX_UsPOSITION: { glDisableVertexAttribArray(aUniforms[j].nLocation); } break; } } } // Reset blending // Enable blending glBlendEquation(GL_FUNC_ADD); glDisable(GL_BLEND); // Determine which title to show. The default title is quite long, so we display a shortened version if // it cannot fit on the screen. const char* pszTitle = NULL; { bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); float fW, fH; m_Print3D.MeasureText(&fW, &fH, 1.0f, c_pszTitle); int iScreenW = bRotate ? PVRShellGet(prefHeight) : PVRShellGet(prefWidth); if((int)fW >= iScreenW) { pszTitle = c_pszTitleShort; } else { pszTitle = c_pszTitle; } } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle(pszTitle, "", 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 OGLES2PVRScopeExample::RenderScene() { // Keyboard input (cursor up/down to cycle through counters) if(PVRShellIsKeyPressed(PVRShellKeyNameUP)) { m_i32Counter++; if(m_i32Counter > (int) m_pScopeGraph->GetCounterNum()) m_i32Counter = m_pScopeGraph->GetCounterNum(); } if(PVRShellIsKeyPressed(PVRShellKeyNameDOWN)) { m_i32Counter--; if(m_i32Counter < 0) m_i32Counter = 0; } if(PVRShellIsKeyPressed(PVRShellKeyNameACTION2)) m_pScopeGraph->ShowCounter(m_i32Counter, !m_pScopeGraph->IsCounterShown(m_i32Counter)); // Keyboard input (cursor left/right to change active group) if(PVRShellIsKeyPressed(PVRShellKeyNameRIGHT)) { m_pScopeGraph->SetActiveGroup(m_pScopeGraph->GetActiveGroup()+1); } if(PVRShellIsKeyPressed(PVRShellKeyNameLEFT)) { m_pScopeGraph->SetActiveGroup(m_pScopeGraph->GetActiveGroup()-1); } // 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); char Description[256]; if(m_pScopeGraph->GetCounterNum()) { sprintf(Description, "Active Grp %i\n\nCounter %i (Grp %i) \nName: %s\nShown: %s\nuser y-axis: %.2f max: %.2f%s", m_pScopeGraph->GetActiveGroup(), m_i32Counter, m_pScopeGraph->GetCounterGroup(m_i32Counter), m_pScopeGraph->GetCounterName(m_i32Counter), m_pScopeGraph->IsCounterShown(m_i32Counter) ? "Yes" : "No", m_pScopeGraph->GetMaximum(m_i32Counter), m_pScopeGraph->GetMaximumOfData(m_i32Counter), m_pScopeGraph->IsCounterPercentage(m_i32Counter) ? "%%" : ""); } else { sprintf(Description, "No counters present"); } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("PVRScopeExample", Description, ePVRTPrint3DSDKLogo); m_Print3D.Flush(); // Update counters and draw the graph m_pScopeGraph->Ping(); 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 OGLES2LightMap::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_uiReflectTex); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, m_uiShadowTex); // draw two models, mask and plane for (int i = 0; i < eNumModels; ++i) { // rotate and translate the model matrix PVRTMat4 mModel; if (i == eMask) { PVRTMat4 mRotX, mRotY; mRotX = PVRTMat4::RotationX(m_fAngleX); m_fAngleX += PVRT_PI / 300; mRotY = PVRTMat4::RotationY(m_fAngleY); m_fAngleY += PVRT_PI / 250; mModel = mRotY * mRotX; } else { mModel = PVRTMat4::Translation(0.0, 0.0, -25); } // Set model view projection matrix PVRTMat4 mModelView, mMVP; mModelView = m_mView * mModel; mMVP = m_mProjection * mModelView; glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMVPMatrix], 1, GL_FALSE, mMVP.ptr()); // Set shadow projection matrix PVRTMat4 mShadowProj; mShadowProj = m_mShadowViewProj * mModel; glUniformMatrix4fv(m_ShaderProgram.auiLoc[eShadowProj], 1, GL_FALSE, mShadowProj.ptr()); // Set model world matrix PVRTMat3 fModelWorld = PVRTMat3(mModel); glUniformMatrix3fv(m_ShaderProgram.auiLoc[eModelWorld], 1, GL_FALSE, fModelWorld.ptr()); // Set light position in model space PVRTVec4 vLightDirModel; vLightDirModel = mModel.inverse() * PVRTVec4( 1, 1, 1, 0 ); glUniform3fv(m_ShaderProgram.auiLoc[eLightDirModel], 1, &vLightDirModel.x); // Set eye position in model space PVRTVec4 vEyePosModel; vEyePosModel = mModelView.inverse() * PVRTVec4(0, 0, 0, 1); glUniform3fv(m_ShaderProgram.auiLoc[eEyePosModel], 1, &vEyePosModel.x); m_Models[i].DrawMesh(0); } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("LightMap", "", 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 OGLES3Skinning::RenderScene() { // Clear the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use shader program glUseProgram(m_ShaderProgram.uiId); glActiveTexture(GL_TEXTURE0); /* 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; // Modify the transformation matrix if it is needed bool bRebuildTransformation = false; if(PVRShellIsKeyPressed(PVRShellKeyNameRIGHT)) { m_fAngle -= 0.03f; if(m_fAngle < PVRT_TWO_PIf) m_fAngle += PVRT_TWO_PIf; bRebuildTransformation = true; } if(PVRShellIsKeyPressed(PVRShellKeyNameLEFT)) { m_fAngle += 0.03f; if(m_fAngle > PVRT_TWO_PIf) m_fAngle -= PVRT_TWO_PIf; bRebuildTransformation = true; } if(PVRShellIsKeyPressed(PVRShellKeyNameUP)) { m_fDistance -= 10.0f; if(m_fDistance < -500.0f) m_fDistance = -500.0f; bRebuildTransformation = true; } if(PVRShellIsKeyPressed(PVRShellKeyNameDOWN)) { m_fDistance += 10.0f; if(m_fDistance > 200.0f) m_fDistance = 200.0f; bRebuildTransformation = true; } if(bRebuildTransformation) m_Transform = PVRTMat4::Translation(0,0, m_fDistance) * PVRTMat4::RotationY(m_fAngle); } m_iTimePrev = iTime; if(m_fFrame > m_Scene.nNumFrame - 1) m_fFrame = 0; // Set the scene animation to the current frame m_Scene.SetFrame(m_fFrame); /* Set up camera */ PVRTVec3 vFrom, vTo, vUp(0, 1, 0); PVRTMat4 mView, mProjection; float fFOV; // We can get the camera position, target and field of view (fov) with GetCameraPos() fFOV = m_Scene.GetCamera(vFrom, vTo, vUp, 0); /* 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); // Read the light direction from the scene PVRTVec4 vLightDirWorld = PVRTVec4( 0, 0, 0, 0 ); vLightDirWorld = m_Scene.GetLightDirection(0); glUniform3fv(m_ShaderProgram.auiLoc[eLightDirWorld], 1, &vLightDirWorld.x); // Set up the View * Projection Matrix PVRTMat4 mViewProjection; mViewProjection = mProjection * mView; glUniformMatrix4fv(m_ShaderProgram.auiLoc[eViewProj], 1, GL_FALSE, mViewProjection.ptr()); /* 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 i32NodeIndex = 0; i32NodeIndex < m_Scene.nNumMeshNode; ++i32NodeIndex) { SPODNode& Node = m_Scene.pNode[i32NodeIndex]; // Get the node model matrix PVRTMat4 mWorld; mWorld = m_Scene.GetWorldMatrix(Node); // Set up shader uniforms PVRTMat4 mModelViewProj; mModelViewProj = mViewProjection * mWorld; glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMVPMatrix], 1, GL_FALSE, mModelViewProj.ptr()); PVRTVec4 vLightDirModel; vLightDirModel = mWorld.inverse() * vLightDirWorld; glUniform3fv(m_ShaderProgram.auiLoc[eLightDirModel], 1, &vLightDirModel.x); // Loads the correct texture using our texture lookup table if(Node.nIdxMaterial == -1) glBindTexture(GL_TEXTURE_2D, 0); // It has no pMaterial defined. Use blank texture (0) else glBindTexture(GL_TEXTURE_2D, m_puiTextures[Node.nIdxMaterial]); DrawMesh(i32NodeIndex); } // Display the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("Skinning", "", 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 OGLES3DisplacementMap::RenderScene() { // Clear the color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Calculates the the time since the last frame unsigned long ulTime = PVRShellGetTime(); unsigned long ulDeltaTime = ulTime - m_ulTimePrev; m_ulTimePrev = ulTime; // Use shader program glUseProgram(m_ShaderProgram.uiId); // Enable 2D texturing for the first texture. glActiveTexture(GL_TEXTURE0); // Set the sampler2D variable to the first texture unit glUniform1i(m_ShaderProgram.uiTexture, 0); // Enable 2D texturing for the second texture. glActiveTexture(GL_TEXTURE1); // Set the displacement map variable to the second texture unit glUniform1i(m_ShaderProgram.uiDisMap, 1); // Calculate and set the displacement factor if(m_bGrow) { m_DisplacementFactor += (float)ulDeltaTime * g_fDemoFrameRate; if(m_DisplacementFactor > 25.0f) { m_bGrow = false; m_DisplacementFactor = 25.0f; } } else { m_DisplacementFactor -= (float)ulDeltaTime * g_fDemoFrameRate; if(m_DisplacementFactor < 0.0f) { m_bGrow = true; m_DisplacementFactor = 0.0f; } } glUniform1f(m_ShaderProgram.uiDisplacementFactor, m_DisplacementFactor); // Bind the displacement map texture glBindTexture(GL_TEXTURE_2D, m_uiDisMapID); // Now the displacement map texture is bound set the active texture to texture 0 glActiveTexture(GL_TEXTURE0); // Draw the scene // Enable the vertex attribute arrays glEnableVertexAttribArray(VERTEX_ARRAY); glEnableVertexAttribArray(NORMAL_ARRAY); glEnableVertexAttribArray(TEXCOORD_ARRAY); 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 = m_View * mWorld; mMVP = m_Projection * 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() * m_LightDir; PVRTVec3 vLightDirModel = *(PVRTVec3*) vLightDir.ptr(); vLightDirModel.normalize(); glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, &vLightDirModel.x); // Load the correct texture for the mesh 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 ready, call another function to actually draw the mesh. */ DrawMesh(i); } // Safely disable the vertex attribute arrays glDisableVertexAttribArray(VERTEX_ARRAY); glDisableVertexAttribArray(NORMAL_ARRAY); glDisableVertexAttribArray(TEXCOORD_ARRAY); 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 m_Print3D.DisplayDefaultTitle("DisplacementMapping", "", 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 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; }
// --------------------------------------------------------------- void MyPVRDemo::RenderCurch(const PVRTMat4& mxCam) { PVRTMat4 mxModel = PVRTMat4::Identity(); PVRTMat4 mxModelView = mxCam * mxModel; PVRTMat4 mxTexProj = m_mxLightBias * m_mxLightProj * m_mxLightView * mxCam.inverse(); // --- Draw the floor reflected first, so we don't have to swap between GPU programs glUseProgram(m_ChurchReflShader.uiID); // Base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_tex[enumTEXTURE_ChurchWalls]); // Light map glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, m_tex[enumTEXTURE_ChurchLightmap]); glCullFace(GL_FRONT); PVRTMat4 mxReflChurchView = mxCam * PVRTMat4::Scale(1, -1, 1); glUniformMatrix4fv(m_ChurchReflShader.uiProjection, 1, GL_FALSE, m_mxProjection.ptr()); glUniformMatrix4fv(m_ChurchReflShader.uiModelView, 1, GL_FALSE, mxReflChurchView.ptr()); // Reflected ModelView matrix DrawMesh(enumMODEL_Church, FLAG_VRT | FLAG_TEX0 | FLAG_TEX1); glCullFace(GL_BACK); // --- Activate the Church shader which utilises the Shadow Map. glUseProgram(m_ChurchShader.uiID); // --- Use the Shadow Map texture in texture unit 1 glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_uiShadowMapTex); // --- Upload projection matrices glUniformMatrix4fv(m_ChurchShader.uiProjection, 1, GL_FALSE, m_mxProjection.ptr()); glUniformMatrix4fv(m_ChurchShader.uiTexProjection, 1, GL_FALSE, mxTexProj.ptr()); glUniform1f(m_ChurchShader.uiAlpha, 1.0f); // Set no alpha while we draw the walls. // --- Draw church walls (Textures are already bound) // Draw the walls as normal glUniformMatrix4fv(m_ChurchShader.uiModelView, 1, GL_FALSE, mxModelView.ptr()); // Standard ModelView matrix DrawMesh(enumMODEL_Church, FLAG_VRT | FLAG_TEX0 | FLAG_TEX1); // --- Draw floor glEnable(GL_BLEND); // Base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_tex[enumTEXTURE_Floor]); // Light map glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, m_tex[enumTEXTURE_FloorLightmap]); // Draw the floor glUniform1f(m_ChurchShader.uiAlpha, FLOOR_ALPHA); glUniformMatrix4fv(m_ChurchShader.uiModelView, 1, GL_FALSE, mxModelView.ptr()); // Standard ModelView matrix DrawMesh(enumMODEL_Floor, FLAG_VRT | FLAG_TEX0 | FLAG_TEX1); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); }
/*!**************************************************************************** @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; }
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); } } }
/*!**************************************************************************** @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 OGLES2Bloom::RenderScene() { HandleInput(); // Calculate the mask and light rotation based on the passed time static unsigned long ulPreviousTime = PVRShellGetTime(); unsigned long ulNowTime = PVRShellGetTime(); m_fRotation += PVRT_PI * (ulNowTime - ulPreviousTime) * 0.0002f; ulPreviousTime = ulNowTime; if (m_fRotation > (PVRT_PI * 2.0f)) m_fRotation -= PVRT_PI * 2.0f; // Calculate the model, view and projection matrix float fModelAngleY = m_fRotation; float fLightAngleY = -m_fRotation; PVRTMat4 mWorld = PVRTMat4::RotationY(fModelAngleY); PVRTMat4 mLight = PVRTMat4::RotationY(fLightAngleY); PVRTMat4 mView = PVRTMat4::LookAtRH(PVRTVec3(0, 0, 150), PVRTVec3(0, 0, 0), PVRTVec3(0, 1, 0)); bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen); PVRTMat4 mProjection = PVRTMat4::PerspectiveFovRH(g_fCameraFOV, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), g_fCameraNear, g_fCameraFar, PVRTMat4::OGL, bRotate); PVRTMat4 mMVP = mProjection * mView * mWorld; // Simple rotating directional light in model-space PVRTVec4 vMsLightPos = mWorld.inverse() * mLight * PVRTVec4(0.5f, -1, -0.5f, 0).normalize(); glBindFramebuffer(GL_FRAMEBUFFER, m_i32OriginalFbo); glClearColor(0.075f, 0.1f, 0.125f, 0.0f); glViewport(0, 0, PVRShellGet(prefWidth), PVRShellGet(prefHeight)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use simple shader program to render the mask glUseProgram(m_ShaderProgram.uiId); glUniformMatrix4fv(m_ShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.f); glUniform3fv(m_ShaderProgram.uiLightDirLoc, 1, &vMsLightPos.x); // Draw the mesh glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_uiBaseTex); DrawMesh(0); if (m_bApplyBloom) { // First render the objects which shall have the bloom effect to a texture glBindFramebuffer(GL_FRAMEBUFFER, m_uiBlurFramebufferObjects[0]); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glViewport(0, 0, m_i32TexSize, m_i32TexSize); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(m_PreBloomShaderProgram.uiId); glUniformMatrix4fv(m_PreBloomShaderProgram.uiMVPMatrixLoc, 1, GL_FALSE, mMVP.f); glUniform3fv(m_PreBloomShaderProgram.uiLightDirLoc, 1, &vMsLightPos.x); glUniform1f(m_PreBloomShaderProgram.uiBloomIntensity, m_fBloomIntensity); // Draw the mesh glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_uiBloomMappingTexture); DrawMesh(0); if(m_bDiscard) // Was GL_EXT_discard_framebuffer supported? { //Give the drivers a hint that we don't want depth information to be stored for later. const GLenum attachment = GL_DEPTH_ATTACHMENT; m_Extensions.glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &attachment); } /* Blur the generated image n-times */ for (unsigned int i=0; i < m_ui32BlurPasses; i++) { /* Apply horizontal blur */ glBindFramebuffer(GL_FRAMEBUFFER, m_uiBlurFramebufferObjects[1]); glViewport(0, 0, m_i32TexSize, m_i32TexSize); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_uiBlurTextures[0]); // Use the shader program for the scene glUseProgram(m_BlurShaderProgram.uiId); glUniform1f(m_BlurShaderProgram.uiTexelOffsetX, m_fTexelOffset); glUniform1f(m_BlurShaderProgram.uiTexelOffsetY, 0.0f); DrawAxisAlignedQuad(PVRTVec2(-1, -1), PVRTVec2(1, 1)); //No attachments we can invalidate here, as only color was used which is necessary. /* Apply vertical blur */ glBindFramebuffer(GL_FRAMEBUFFER, m_uiBlurFramebufferObjects[0]); glViewport(0, 0, m_i32TexSize, m_i32TexSize); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_uiBlurTextures[1]); // Use the shader program for the scene glUseProgram(m_BlurShaderProgram.uiId); glUniform1f(m_BlurShaderProgram.uiTexelOffsetX, 0.0f); glUniform1f(m_BlurShaderProgram.uiTexelOffsetY, m_fTexelOffset); DrawAxisAlignedQuad(PVRTVec2(-1, -1), PVRTVec2(1, 1)); if(m_bDiscard) // Was GL_EXT_discard_framebuffer supported? { //Give the drivers a hint that we don't want depth information to be stored for later. const GLenum attachment = GL_DEPTH_ATTACHMENT; m_Extensions.glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &attachment); } } /* Draw scene with bloom */ glBindFramebuffer(GL_FRAMEBUFFER, m_i32OriginalFbo); glViewport(0, 0, PVRShellGet(prefWidth), PVRShellGet(prefHeight)); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_uiBlurTextures[0]); // Use the shader program for the scene glUseProgram(m_PostBloomShaderProgram.uiId); /* The following section will draw a quad on the screen where the post processing pixel shader shall be executed. Try to minimize the area by only drawing where the actual post processing should happen, as this is a very costly operation. */ if (PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen)) { DrawAxisAlignedQuad(PVRTVec2(-0.875f, -0.5f), PVRTVec2(0.0625f, 0.25f), PVRTVec2(0.8755f, 0.5f), PVRTVec2(0.9375f, 0.75f)); } else { DrawAxisAlignedQuad(PVRTVec2(-0.5f, -0.875f), PVRTVec2(0.25f, 0.0625f), PVRTVec2(0.5f, 0.875f), PVRTVec2(0.75f, 0.9375f)); } glDisable(GL_BLEND); } // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("Bloom", NULL, 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 OGLES2Iridescence::RenderScene() { // Keyboard input (cursor up/down to change thickness variation) if (PVRShellIsKeyPressed(PVRShellKeyNameUP)) { m_fMaxVariation += 1.0f; } else if (PVRShellIsKeyPressed(PVRShellKeyNameDOWN)) { m_fMaxVariation = PVRT_MAX(0.0f, m_fMaxVariation - 1.0f); } // Keyboard input (cursor left/right to change minimum thickness) if (PVRShellIsKeyPressed(PVRShellKeyNameRIGHT)) { m_fMinThickness += 1.0f; } else if (PVRShellIsKeyPressed(PVRShellKeyNameLEFT)) { m_fMinThickness = PVRT_MAX(0.0f, m_fMinThickness - 1.0f); } // 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); m_Print3D.Print3D(2.0f, 10.0f, 0.75f, 0xffffffff, "Minimum Thickness:"); m_Print3D.Print3D(2.0f, 15.0f, 0.75f, 0xffffffff, "%8.0f nm", m_fMinThickness); m_Print3D.Print3D(2.0f, 20.0f, 0.75f, 0xffffffff, "Maximum Variation:"); m_Print3D.Print3D(2.0f, 25.0f, 0.75f, 0xffffffff, "%8.0f nm", m_fMaxVariation); // Displays the demo name using the tools. For a detailed explanation, see the training course IntroducingPVRTools m_Print3D.DisplayDefaultTitle("Iridescence", "", ePVRTPrint3DLogoIMG); m_Print3D.Flush(); return true; }