void GlUtils::draw3dGrid() { using namespace gl; GL_CHECK_ERROR; static GeometryPtr g; if (!g) { Mesh m; for (int i = 0; i < 5; ++i) { float offset = ((float) i * 0.2f) + 0.2f; glm::vec3 zOffset(0, 0, offset); glm::vec3 xOffset(offset, 0, 0); m.addVertex(-X_AXIS + zOffset); m.addVertex(X_AXIS + zOffset); m.addVertex(-X_AXIS - zOffset); m.addVertex(X_AXIS - zOffset); m.addVertex(-Z_AXIS + xOffset); m.addVertex(Z_AXIS + xOffset); m.addVertex(-Z_AXIS - xOffset); m.addVertex(Z_AXIS - xOffset); } m.addVertex(X_AXIS); m.addVertex(-X_AXIS); m.addVertex(Z_AXIS); m.addVertex(-Z_AXIS); g = m.getGeometry(GL_LINES); } ProgramPtr program = getProgram(Resource::SHADERS_SIMPLE_VS, Resource::SHADERS_COLORED_FS); GL_CHECK_ERROR; program->use(); GL_CHECK_ERROR; program->setUniform("Color", glm::vec4(Colors::gray,1)); GL_CHECK_ERROR; renderGeometry(g, program); GL_CHECK_ERROR; }
void GlUtils::renderBunny() { static GeometryPtr bunnyGeometry = getMesh(Resource::MESHES_BUNNY2_CTM).getGeometry(); ProgramPtr program = GlUtils::getProgram( Resource::SHADERS_LITCOLORED_VS, Resource::SHADERS_LITCOLORED_FS); program->use(); program->setUniform("Color", glm::vec4(1)); renderGeometry(bunnyGeometry, program); }
void GlUtils::renderArtificialHorizon(float alpha) { static GeometryPtr geometry; if (!geometry) { Mesh mesh; MatrixStack & m = mesh.getModel(); m.push(); { m.top() = glm::translate(glm::mat4(), glm::vec3(0, 0, 1.01)); mesh.getColor() = Colors::yellow; mesh.addQuad(0.5, 0.05f); mesh.fillColors(true); mesh.getColor() = Colors::lightGray; glm::vec2 bar(0.5, 0.025); glm::vec2 smallBar(0.3, 0.015); for (int i = 1; i <= 4; ++i) { float angle = i * (TAU / 18.0f); m.identity().rotate(angle, GlUtils::X_AXIS).translate( GlUtils::Z_AXIS); mesh.addQuad(bar); m.identity().rotate(HALF_TAU, GlUtils::Y_AXIS).rotate(angle, GlUtils::X_AXIS).translate(GlUtils::Z_AXIS); mesh.addQuad(bar); m.identity().rotate(HALF_TAU, GlUtils::Z_AXIS).rotate(angle, GlUtils::X_AXIS).translate(GlUtils::Z_AXIS); mesh.addQuad(bar); m.identity().rotate(HALF_TAU, GlUtils::Z_AXIS).rotate(HALF_TAU, GlUtils::Y_AXIS).rotate(angle, GlUtils::X_AXIS).translate( GlUtils::Z_AXIS); mesh.addQuad(bar); angle -= (TAU / 36.0f); m.identity().rotate(angle, GlUtils::X_AXIS).translate( GlUtils::Z_AXIS); mesh.addQuad(smallBar); m.identity().rotate(HALF_TAU, GlUtils::Y_AXIS).rotate(angle, GlUtils::X_AXIS).translate(GlUtils::Z_AXIS); mesh.addQuad(smallBar); m.identity().rotate(HALF_TAU, GlUtils::Z_AXIS).rotate(angle, GlUtils::X_AXIS).translate(GlUtils::Z_AXIS); mesh.addQuad(smallBar); m.identity().rotate(HALF_TAU, GlUtils::Z_AXIS).rotate(HALF_TAU, GlUtils::Y_AXIS).rotate(angle, GlUtils::X_AXIS).translate( GlUtils::Z_AXIS); mesh.addQuad(smallBar); } } m.pop(); mesh.fillNormals(true); const Mesh & hemi = getMesh(Resource::MESHES_HEMI_CTM); m.top() = glm::rotate(glm::mat4(), -QUARTER_TAU, GlUtils::X_AXIS); mesh.getColor() = Colors::cyan; mesh.addMesh(hemi, true); m.top() = glm::rotate(glm::mat4(), QUARTER_TAU, GlUtils::X_AXIS); mesh.getColor() = Colors::orange; mesh.addMesh(hemi); { set<int> poleIndices; for (size_t i = 0; i < mesh.positions.size(); ++i) { const glm::vec4 & v = mesh.positions[i]; if (abs(v.x) < EPSILON && abs(v.z) < EPSILON) { poleIndices.insert(i); } } for (size_t i = 0; i < mesh.indices.size(); i += 3) { bool black = false; for (size_t j = i; j < i + 3; ++j) { if (poleIndices.count(mesh.indices[j])) { black = true; break; } } if (black) { for (size_t j = i; j < i + 3; ++j) { mesh.colors[mesh.indices[j]] = Colors::grey; } } } } geometry = mesh.getGeometry(); } ProgramPtr program = getProgram( Resource::SHADERS_LITCOLORED_VS, Resource::SHADERS_LITCOLORED_FS); program->use(); program->setUniform("ForceAlpha", alpha); renderGeometry(geometry, program); }