// Render void MeshApp::draw() { // Set up window gl::clear( ColorAf::black(), true ); gl::setMatrices( mCamera ); gl::color( ColorAf::white() ); // Check texture and VBO if ( mTextureDepth && mTextureColor && mVboMesh ) { // Position world gl::pushMatrices(); gl::scale( -1.0f, -1.0f, -1.0f ); gl::rotate( mRotation ); // Bind textures mTextureDepth.bind( 0 ); mTextureColor.bind( 1 ); // Bind and configure shader mShader.bind(); mShader.uniform( "brightTolerance", mBrightTolerance ); mShader.uniform( "eyePoint", mEyePoint ); mShader.uniform( "lightAmbient", mLightAmbient ); mShader.uniform( "lightDiffuse", mLightDiffuse ); mShader.uniform( "lightPosition", mLightPosition ); mShader.uniform( "lightSpecular", mLightSpecular ); mShader.uniform( "positions", 0 ); mShader.uniform( "scale", mScale ); mShader.uniform( "showColor", mShowColor ); mShader.uniform( "shininess", mLightShininess ); mShader.uniform( "Color", 1 ); mShader.uniform( "ColorOffset", Vec2f( mColorOffsetX, mColorOffsetY ) ); mShader.uniform( "uvmix", mMeshUvMix ); // Draw VBO gl::draw( mVboMesh ); // Stop drawing mShader.unbind(); mTextureDepth.unbind(); mTextureColor.unbind(); gl::popMatrices(); } // Draw params params::InterfaceGl::draw(); }
void BulletTestApp::bindTexture( uint32_t index ) { if ( mTest > 4 ) { if ( index == 0 ) { mTexTerrain.bind(); } else { if ( mTest < 7 ) { mTexSphere.bind(); } } } else { if ( ( ( mTest == 0 || mTest == 3 ) && index > 0 ) || mTest == 1 ) { mTexSquare.bind(); } } }
void Fluid2DTextureApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::setMatricesWindow( getWindowWidth(), getWindowHeight() ); // Update the positions and tex coords Rectf drawRect = getWindowBounds(); int limX = mFluid2D.resX() - 1; int limY = mFluid2D.resY() - 1; float dx = drawRect.getWidth()/(float)limX; float dy = drawRect.getHeight()/(float)limY; for( int j = 0; j < mFluid2D.resY(); ++j ) { for( int i = 0; i < mFluid2D.resX(); ++i ) { Vec2f P = Vec2f( i*dx, j*dy ); Vec2f uv = mFluid2D.texCoordAt( i, j ); int idx = j*mFluid2D.resX() + i; mTriMesh.getVertices()[idx] = P; mTriMesh.getTexCoords()[idx] = uv; } } mTex.bind(); gl::draw( mTriMesh ); mTex.unbind(); mParams.draw(); }
void Pumpkin::drawPumpkin(const ci::gl::Texture & PumpkinTexture) { PumpkinTexture.bind(); ci::gl::translate(mPos); ci::gl::rotate(ci::Vec3f(180.f, 0.f, 0.f)); ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize); PumpkinTexture.unbind(); }
void TownwindowHit::drawTownwindow(const ci::gl::Texture& mTownwindowTexture) { mTownwindowTexture.bind(); ci::gl::translate(mPos); ci::gl::rotate(ci::Vec3f(180.f, 0.f, 0.f)); ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize); mTownwindowTexture.unbind(); }
void King2::drawKing2(const ci::gl::Texture& texture) { texture.bind(); ci::gl::translate(mPos); ci::gl::rotate(mRotate); ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize); texture.unbind(); }
void BulletTestApp::bindTexture( TextureType type ) { switch( type ) { case TT_GROUND : mTexGround.bind(); break; case TT_BACKBOARD : mTexBackBoard.bind(); break; case TT_RING : mTexRing.bind(); break; case TT_BASKETBALL : mTexBasketBall.bind(); break; } }
void _TBOX_PREFIX_App::draw() { gl::clear( Color( 0.2f, 0.2f, 0.3f ) ); gl::enableDepthRead(); mTex.bind(); gl::setMatrices( mCam ); glPushMatrix(); gl::multModelView( mCubeRotation ); gl::drawCube( Vec3f::zero(), Vec3f( 2.0f, 2.0f, 2.0f ) ); glPopMatrix(); }
void Cinderella::drawCinderella(const ci::gl::Texture & texture, const ci::Vec3f& offset) { ci::gl::pushModelView(); texture.bind(); ci::gl::translate(mPos); ci::gl::rotate(mRotate); ci::gl::translate(offset); ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize); texture.unbind(); ci::gl::popModelView(); }
void LocationOrbitalOverlay::draw() { const ci::gl::Texture fbotex = mFbo->getTexture(); gl::enableAdditiveBlending(); mShader->bind(); fbotex.bind(0); mSphereAlpha->getTexture()->bind(1); mShader->uniform("mapTexture", 0); mShader->uniform("alphaTexture", 1); drawQuad(); fbotex.unbind(0); mSphereAlpha->getTexture()->unbind(1); mShader->unbind(); gl::enableAlphaBlending(); }
void VboMeshSampleApp::draw() { // Set up window gl::setViewport( getWindowBounds() ); gl::setMatrices( mCamera ); gl::clear( ColorAf::gray( 0.6f ) ); // Use arcball to rotate model view glMultMatrixf( mArcball.getQuat() ); // Enabled lighting, texture mapping, wireframe if ( mLightEnabled ) { gl::enable( GL_LIGHTING ); } if ( mTextureEnabled && mTexture ) { gl::enable( GL_TEXTURE_2D ); mTexture.bind(); } if ( mWireframe ) { gl::enableWireframe(); } // Apply scale gl::pushMatrices(); gl::scale( mScale ); // Draw selected mesh switch ( (MeshType)mMeshIndex ) { case MESH_TYPE_CIRCLE: gl::draw( mCircle ); break; case MESH_TYPE_CONE: gl::draw( mCone ); break; case MESH_TYPE_CUBE: gl::draw( mCube ); break; case MESH_TYPE_CUSTOM: gl::draw( mCustom ); break; case MESH_TYPE_CYLINDER: gl::draw( mCylinder ); break; case MESH_TYPE_RING: gl::draw( mRing ); break; case MESH_TYPE_SPHERE: gl::draw( mSphere ); break; case MESH_TYPE_SQUARE: gl::draw( mSquare ); break; } // End scale gl::popMatrices(); // Disable wireframe, texture mapping, lighting if ( mWireframe ) { gl::disableWireframe(); } if ( mTextureEnabled && mTexture ) { mTexture.unbind(); gl::disable( GL_TEXTURE_2D ); } if ( mLightEnabled ) { gl::disable( GL_LIGHTING ); } // Draw params GUI mParams.draw(); }