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::draw3dVector(glm::vec3 vec, const glm::vec3 & col) { Mesh m; m.color = Colors::gray; m.addVertex(glm::vec3()); m.addVertex(glm::vec3(vec.x, 0, vec.z)); m.addVertex(glm::vec3(vec.x, 0, vec.z)); m.addVertex(vec); m.fillColors(true); m.color = col; m.addVertex(vec); m.addVertex(glm::vec3()); m.fillColors(); static GeometryPtr g = m.getGeometry(GL_LINES); g->updateVertices(m.buildVertices()); ProgramPtr program = getProgram( Resource::SHADERS_COLORED_VS, Resource::SHADERS_COLORED_FS); program->use(); renderGeometry(g, program); gl::Program::clear(); // lineWidth(1.0f); // float len = glm::length(vec); // if (len > 1.0f) { // vec /= len; // } // gl::Program::clear(); // // glLineWidth(2.0f + len); // glBegin(GL_LINES); // gl::color(col); // gl::vertex(); // gl::vertex(); // glEnd(); // // glLineWidth(1.0f); // glBegin(GL_LINE_STRIP); // gl::color(Colors::gray); // gl::vertex(glm::vec3()); // gl::vertex(glm::vec3(vec.x, 0, vec.z)); // gl::vertex(vec); // glEnd(); }
void GlUtils::drawAngleTicks() { using namespace gl; static GeometryPtr g; if (!g) { float offsets[] = { // (float) tan( PI / 6.0f), // 30 degrees (float) tan( PI / 4.0f), // 45 degrees (float) tan( PI / 3.0f) // 60 degrees }; Mesh m; // 43.9 degrees puts tick on the inner edge of the screen // 42.6 degrees is the effective fov for wide screen // 43.9 degrees puts tick on the inner edge of the screen m.addVertex(glm::vec3(-2, 0, 0)); m.addVertex(glm::vec3(2, 0, 0)); m.addVertex(glm::vec3(0, -2, 0)); m.addVertex(glm::vec3(0, 2, 0)); // By keeping the camera locked at 1 unit away from the origin, all our // distances can be computed as tan(angle) for (float offset : offsets) { m.addVertex(glm::vec3(offset, -0.05, 0)); m.addVertex(glm::vec3(offset, 0.05, 0)); m.addVertex(glm::vec3(-offset, -0.05, 0)); m.addVertex(glm::vec3(-offset, 0.05, 0)); } for (float offset : offsets) { m.addVertex(glm::vec3(-0.05, offset, 0)); m.addVertex(glm::vec3(0.05, offset, 0)); m.addVertex(glm::vec3(-0.05, -offset, 0)); m.addVertex(glm::vec3(0.05, -offset, 0)); } g = m.getGeometry(GL_LINES); } // Fix the modelview at exactly 1 unit away from the origin, no rotation gl::Stacks::modelview().push(glm::mat4(1)).translate(glm::vec3(0, 0, -1)); ProgramPtr program = getProgram(Resource::SHADERS_SIMPLE_VS, Resource::SHADERS_COLORED_FS); program->use(); renderGeometry(g, program); gl::Stacks::modelview().pop(); }
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); }