void CatalogApp::update() { if( getElapsedSeconds() - mMouseTimePressed < mMouseTimeThresh && !mMousePressed ){ mMouseTimePressed = 0.0f; selectStar( mWasRightButtonLastClicked ); } mRoom.update(); if( mRoom.isPowerOn() ) mScaleDest -= ( mScaleDest - mMaxScale ) * 0.05f; mScale -= ( mScale - mScaleDest ) * 0.02f; mScalePer = mScale/mMaxScale; // CAMERA if( mHomeStar != NULL ){ mSpringCam.setEye( mHomeStar->mPos + Vec3f( 100.0f, 0.0f, 40.0f ) ); } if( mDestStar != NULL ){ mSpringCam.setCenter( mDestStar->mPos ); } if( mMousePressed ) mSpringCam.dragCam( ( mMouseOffset ) * 0.01f, ( mMouseOffset ).length() * 0.01 ); mSpringCam.update( 0.25f ); BOOST_FOREACH( Star* &s, mBrightStars ){ s->update( mSpringCam.getCam(), mScale ); }
void TerrainApp::update() { float x = mMouseRightPos.x - getWindowSize().x * 0.5f; float y = mSphere.getCenter().y; float z = mMouseRightPos.y - getWindowSize().y * 0.5f; mSpherePosDest = Vec3f( x, y, z ); mSpherePos -= ( mSpherePos - mSpherePosDest ) * 0.02f; mSphere.setCenter( mSpherePos ); // ROOM mRoom.update(); mZoomMulti -= ( mZoomMulti - mZoomMultiDest ) * 0.1f; gl::disableDepthRead(); gl::disableDepthWrite(); gl::color( Color( 1, 1, 1 ) ); gl::disableAlphaBlending(); // REACTION DIFFUSION mRd.update( mRoom.getTimeDelta(), &mRdShader, mGlowTex, mMouseRightDown, mSphere.getCenter().xz(), mZoomMulti ); mRd.drawIntoHeightsFbo( &mHeightsShader, mTerrainScale ); mRd.drawIntoNormalsFbo( &mNormalsShader ); // ROOM drawIntoRoomFbo(); // CAMERA if( mMouseLeftDown ) mSpringCam.dragCam( ( mMouseOffset ) * 0.01f, ( mMouseOffset ).length() * 0.01 ); mSpringCam.update( mRoom.getPower(), 0.5f ); }
void ShadedSphereApp::update() { // ROOM mRoom.update(); // CAMERA if( mMousePressed ){ mSpringCam.dragCam( ( mMouseOffset ) * 0.01f, ( mMouseOffset ).length() * 0.01 ); } mSpringCam.update( 0.4f ); // ROOM drawIntoRoomFbo(); }
void BubbleChamberApp::update() { // ROOM mRoom.update(); // CAMERA if( mMousePressed ) mSpringCam.dragCam( ( mMouseOffset ) * 0.02f, ( mMouseOffset ).length() * 0.02 ); mSpringCam.update( 0.3f ); // CONTROLLER mController.update(); drawIntoRoomFbo(); }
void RepulsionApp::update() { mRoom.update(); // CAMERA if( mMousePressed ) mSpringCam.dragCam( ( mMouseOffset ) * 0.01f, ( mMouseOffset ).length() * 0.01 ); mSpringCam.update( 1.0f ); gl::disableDepthRead(); gl::disableDepthWrite(); gl::disableAlphaBlending(); drawIntoVelocityFbo(); drawIntoPositionFbo(); drawIntoRoomFbo(); }